[S0] Spells and Innates, General Rules


[S0.1] Material Componenting

No spell requires the use of a material (M) component. Material components act as a catalyst, making the spell more effective. They require the use of 1 movement action. Material components will:
1. Double the range; if the spell was touch, it becomes 10 yards. Spells with range 0 become range touch.
2. Double the area of effect (each dimension).
3. Double the duration.
4. Double the actual effect of the spell (i.e. hp of damage, etc.). This doubles the die type rolled for random effects, not the number of dice.
5. Double the caster's level for purposes of magic/spell resistance.
6. Replace a V or S component.
7. Double the caster's level for purposes of saving throw DC.
8. Increase the spell level by 2 for purposes of anti-magic.
It is possible to use more than 1 material component for a single spell, if you have "Ability to Double Material Component" (using 1 movement action for each component), but if the same bonus is selected twice, the bonus is triple (not quadruple).
Cost of Material Componenting (Optional):
This is an optional rule if the DM requires the PCs to have expensive materials to use this section.
There are 2 basic types of material components: consumed and re-usable.
Consumed components are less expensive (and usually less bulky) than re-usable components.
 
Spell
Level
Consumed
gp cost
Re-usable
gp cost
0 0.5 15
1 1 50
2 3 150
3 10 500
4 30 1500
5 100 5000
6 300 15000
7 1000 50000
8 3000 150000
9 10000 500000
10 30000 1500000

[S1] Warrior Spells


[S1.1] Level 1 Warrior Spells

SL # Name Class Effect Source
1 1 Accelerated Movement Ranger Can move at normal rate while balancing, climbing, or moving silently CAdv3-142
1 2 Alarm Ranger Alarm PH3-197
1 3 Animal Messenger Ranger Message PH3-198
1 4 Arrow Mind Ranger +1 parting shot / attack of opportunity with Bows CAdv3-143
1 5 Berserk Barbarian As [C] section effect DM
1 6 Bless Paladin All allies in your group get +1 TH and +1 fear saves PH3-205
1 7 Bless Water Paladin Transforms 1 flask of water into Holy Water PH3-205
1 8 Bless Weapon Paladin Weapon is considered a +CL weapon PH3-205
1 9 Bloodhound Ranger Can roll two Tracking checks, choose better CAdv3-144
1 10 Branch to Branch Ranger +50% Climb Walls in trees CAdv3-144
1 11 Calm Animals Ranger Calms 2d4 + 1/lvl HD of Animals PH3-207
1 12 Camouflage Ranger +50% Hide in Shadows Und3-56
1 13 Charm Animal Ranger Charms one Animal (Will save) PH3-208
1 14 Create Water Paladin Creates 2 gallons/level of pure water PH3-215
1 15 Cure Light Wounds Paladin Cure 1d8+CL (6+CL) hp PH3-215
1 16 Deafening Clang Paladin Deafness (1 group, Fort save) MoF3-87
1 17 Delay Poison Ranger Slow Poison PH3-217
1 18 Detect Animals or Plants Ranger Detect Animals or Plants PH3-218
1 19 Detect Poison Paladin Detects poison PH3-219
1 20 Detect Poison Ranger Detect Poison PH3-219
1 21 Detect Snares and Pits Ranger Detect Snares and Pits PH3-220
1 22 Detect Undead Paladin Detects undead PH3-220
1 23 Divine Favor Paladin +CL/3 (minimum +1) TH and dmg PH3-224
1 24 Divine Sacrifice Paladin 0, take 2*N dmg: Deal +Nd6 dmg with one attack (max N=5) CDiv3-163
1 25 Easy Trail Ranger Can pass easily through underbrush CAdv3-147
1 26 Endure Elements Paladin Resist Heat and Cold PH3-226
1 27 Endure Elements Ranger Resist Heat/Cold PH3-226
1 28 Entangle Ranger Entangle PH3-227
1 29 Entangling Staff Ranger Entwine (1 target Entangle) Brand a weapon for 1t CAdv3-147
1 30 Exacting Shot Ranger Weapon's critical range is increased by 1 for 1t CAdv3-148
1 31 Extend Shifting Ranger A polymorph / shapechange effect is extended for 1t RoE3-185
1 32 Eyes of the Avoral Ranger +8 Spot checks BoED3-99
1 33 Faith Healing Paladin Cure 8+CL hp to someone who worships your god MoF3-93
1 34 Golden Barding Paladin Mount gets AT +CL source with +CL/+CL AC/saves CDiv3-166
1 35 Grave Strike Paladin Can backstab undead CAdv3-150
1 36 Ground Smoke Ranger Removes smoke/fog in area DR263-73
1 37 Guided Shot Ranger No penalties due to distance; ignore partial cover CAdv3-150
1 38 Hawkeye Ranger Eagle Eye (Distance) Vision CDiv3-166
1 39 Healing Lorecall Ranger Can replace CL with ranks in Heal with healing spells CAdv3-151
1 40 Hide from Animals Ranger Invisibility to Animals PH3-241
1 41 Hunter's Mercy Ranger Next shot with a bow hits automatically MoF3-101
1 42 Instant Search Ranger 0, 1/r: Search the room CAdv3-153
1 43 Jump Ranger Jump PH3-246
1 44 Lantern Light Paladin Fires CL/2 (minimum 1) rays: 1d6 dmg holy light BoED3-101
1 45 Locate City Ranger Locates the closest city with at least the given population RoD3-167
1 46 Longstrider Ranger +3" move rate PH3-249
1 47 Low-Light Vision Ranger Low-Light Vision CArc3-113
1 48 Magic Fang Ranger One weapon gets +1/+1 for 1t PH3-250
1 49 Magic Weapon Paladin Weapon gets +1 TH and dmg PH3-251
1 50 Marked Man Ranger +10 Search/Tracking if have an item from thing you're tracking DR253-71
1 51 Naturewatch Ranger Determine the health of animals/plants in area CDiv3-170
1 52 Pass without Trace Ranger Pass without Trace PH3-259
1 53 Protection from Evil Paladin Pro. Evil PH3-266
1 54 Ram's Might Ranger Your unarmed attacks inflict normal damage (instead of nonlethal) MoF3-112
1 55 Raptor's Sight Ranger +5 Spot checks and only -1 penalty per range increment RotW3-175
1 56 Read Magic Paladin Can read scrolls / spell books PH3-269
1 57 Read Magic Ranger Read Magic PH3-269
1 58 Resist Energy Ranger Resist one element PH3-272
1 59 Resistance Paladin +1 all saves PH3-272
1 60 Restoration, Lesser Paladin Cures 1d4 ability score damage PH3-272
1 61 Resurgence Paladin Target gets another save vs. an effect affecting him CDiv3-177
1 62 Ride of the Valenar Ranger +5 Ride checks RoE3-189
1 63 Second Wind Paladin +4 Con checks BoED3-106
1 64 Shifter Prowess Ranger +8 Balance, Climb, Jump checks RoE3-190
1 65 Silverbeard Paladin +2 AC MoF3-117
1 66 Silvered Claws Ranger Your unarmed attacks are considered to be silver BoED3-107
1 67 Silvered Weapon Paladin Weapon is considered Silver material BoED3-107
1 68 Smell of Fear Ranger Triples the chance of wandering encounters MoF3-119
1 69 Sniper's Shot Ranger Can use Sneak Attack / Backstab at range CAdv3-157
1 70 Snowshoes Ranger Ice Walking; Snow Walking; Trail in snow is as per normal ground DR123-65
1 71 Speak with Animals Ranger Speak with Animals PH3-281
1 72 Speed Swim Ranger Swimming 9" MoF3-121
1 73 Stalking Brand Ranger Ignore disguise, polymorph, invis. on one target MoF3-123
1 74 Strategic Charge Paladin +4 AC vs. parting shots / attacks of opportunity MoF3-125
1 75 Summon Nature's Ally I Ranger Summons a DL I Animal PH3-288
1 76 Surefoot Ranger +10 Dex checks MoF3-127
1 77 Towering Oak Ranger +10 bonus on Intimidate checks MoF3-128
1 78 Traveler's Mount Paladin Mount gets +3" move rate CDiv3-184
1 79 Traveler's Mount Ranger Mount gains +3" move rate CDiv3-184
1 80 Vengeful Mount Ranger Target mount becomes unruly (Will save) DR263-74
1 81 Vine Strike Ranger Can Sneak Attack / Backstab to Plants (even if immune) CAdv3-158
1 82 Virtue Paladin Target gains +1 current hp (can go above max by 1 hp) PH3-298
1 83 Vision of Glory Paladin Target gets +1 on one save MoF3-131
1 84 Warning Shout Paladin All within half a mile hear up to 5 words that the caster speaks MoF3-132

[S1] Warrior Spells


[S1.2] Level 2 Warrior Spells

SL # Name Class Effect Source
2 1 Aura of Glory Paladin CL targets get cured 1 hp and +2 fear saves (may multi-target) MoF3-78
2 2 Balancing Lorecall Ranger +4 Dex checks; Climb Walls 40% CAdv3-143
2 3 Barkskin Ranger Target gets +1+CL/3 AC PH3-202
2 4 Bear's Endurance Ranger +4 Con for 1t PH3-203
2 5 Bladebane Paladin Pick a broad summon type. One weapon +2 TH, +2d6 dmg vs. that type UE3-48
2 6 Blades of Fire Ranger Up to two weapons get +1d6 Fire damage for one round CArc3-99
2 7 Blessed Aim Paladin All allies in group get +2 TH w/ ranged attacks CDiv3-154
2 8 Briar Web Ranger Entangle, anyone who enters group within 1t also becomes Entangled CDiv3-156
2 9 Bull's Strength Paladin +4 Str for CL m PH3-207
2 10 Burrow Ranger Claws do 1d6 dmg; Burrow at 3" move rate Und3-56
2 11 Call Mount Paladin Calls a special Mount (as per Beast Rider of half level) BoED3-93
2 12 Cat's Grace Ranger +4 Dex for 1t PH3-208
2 13 Clarity of Mind Paladin Target gains +4 charm saves, doesn't miss with attacks vs. Displacement/Blur Und3-57
2 14 Claws of the Beast Ranger Hands become 1d8 dmg for 1t PGF3-101
2 15 Cloak of Bravery Paladin +CL fear saves CWar3-117
2 16 Cure Light Wounds Ranger Cure 1d8+CL hp PH3-215
2 17 Delay Poison Paladin Slow Poison PH3-217
2 18 Divine Insight Paladin +5+CL on a skill / nonweapon check CAdv3-147
2 19 Eagle's Splendor Paladin +4 Chr for CL m PH3-225
2 20 Easy Climb Ranger Climb Walls 100% CAdv3-147
2 21 Estanna's Stew Paladin Goodberry spell, acts as Badberry vs. Undead BoED3-99
2 22 Hand of Divinity Paladin Target gets +2 saves MoF3-98
2 23 Haste, Swift Ranger +1 to # attacks; +1 AC; +9" move rate for 1t CAdv3-151
2 24 Hold Animal Ranger Holds one Animal (PPD save) PH3-241
2 25 Insignia of Alarm Paladin Each creature wearing an Insignia from caster hears a chime in his head RoD3-166
2 26 Listening Lorecall Ranger Hear Noise 40% CAdv3-154
2 27 Moment of Clarity Paladin Target gets a save vs. an effect affecting him BoED3-103
2 28 Nature's Favor Ranger Animal gains +CL/3 TH/dmg for 1t CAdv3-155
2 29 One with the Land Ranger +2 with nature-based skill checks MoF3-111
2 30 Owl's Wisdom Paladin +4 Wis for CL m PH3-259
2 31 Owl's Wisdom Ranger +4 Wis for 1t PH3-259
2 32 Protection from Energy Ranger Choose an element; Absorb 12*CL dmg of that element PH3-266
2 33 Reachwalker's Wariness Ranger Detect Invisibility RoE3-189
2 34 Remove Paralysis Paladin Remove Paralysis, Slow PH3-271
2 35 Resist Energy Paladin Pick one element. Resist that element. PH3-272
2 36 Righteous Fury Paladin +CLd4 current hp, +2 AC, +2 Str, +2 Dex, +2 Fort saves for CL m MoF3-114
2 37 Scent Ranger Clairnasience CDiv3-178
2 38 Shield Other Paladin +1 AC, +1 saves, Resist damage (all types), immobile PH3-278
2 39 Silvered Weapon Ranger One weapon is considered to be silver for 1t BoED3-107
2 40 Snare Ranger Creates a normal (mechanical) trap PH3-280
2 41 Speak with Plants Ranger Speak with Plants PH3-282
2 42 Spike Growth Ranger Special in one area: 1d4 dmg/s to anyone who moves PH3-283
2 43 Stone Fist Paladin Unarmed dmg is +1d+4 and considered Cold Iron RoS3-163
2 44 Strength of Stone Paladin +1d4+1 Str for CL h, effect lost if loses contact with ground MoF3-125
2 45 Summon Nature's Ally II Ranger Summons a DL II Animal PH3-288
2 46 Train Animal Ranger Animal gains CL/2 tricks CAdv3-157
2 47 Undetectable Alignment Paladin AL is undetectable PH3-297
2 48 Wind Wall Ranger Wall of Air (stops gas, gaseous forms, missile weapons) PH3-302
2 49 Woodland Veil Ranger Party gets 50% Hide in Shadows and Move Silently in forest RotW3-176
2 50 Zeal Paladin Pick an enemy. +4 TH vs. all enemies except the chosen enemy. CDiv3-191
2 51 Zone of Truth Paladin Detect Lie PH3-303

[S1] Warrior Spells


[S1.3] Level 3 Warrior Spells

SL # Name Class Effect Source
3 1 Blade Storm Ranger Do 1 weapon attack with each weapon on everyone in your group CAdv3-144
3 2 Blade Thirst Ranger One weapon gets +3/+3 and glows (light source) MoF3-82
3 3 Blessed Sight Paladin Detect Alignment (with duration) BoED3-92
3 4 Blessing of Bahamut Paladin DR 10/+0 CDiv3-154
3 5 Bottle of Smoke Ranger Phantom Mount CDiv3-155
3 6 Command Plants Ranger Charm 1 group of plants (Will save) PH3-211
3 7 Cure Moderate Wounds Paladin Cure 2d8+CL (12+CL) hp PH3-216
3 8 Cure Moderate Wounds Ranger Cures 2d8+CL hp PH3-216
3 9 Darkvision Ranger Darkvision PH3-216
3 10 Daylight Paladin Sunlight (1 group) PH3-216
3 11 Decoy Image Ranger 1 Mirror Image MoF3-88
3 12 Detect Favored Enemy Ranger Detect closest Chosen Enemy CDiv3-162
3 13 Diminish Plants Ranger Plant Growth (reversed) PH3-221
3 14 Discern Lies Paladin Detect Lie (with duration) PH3-221
3 15 Dispel Magic Paladin Dispel Magic PH3-223
3 16 Earth Hammer Paladin Weapon gets +1 size, bludgeoning dmg only, considered +2 weapon RoS3-162
3 17 Fang Blade Ranger Target snake is polymorphed into a sword, caster can wield as a weapon DR303-71
3 18 Forceward Paladin Anyone must Will save to enter your group; Your group gets +2 saves PGF3-102
3 19 Forestfold Ranger +100% Hide in Shadows and Move Silently in 1 type of terrain CAdv3-149
3 20 Heal Mount Paladin Your mount cured 10*CL hp, ability dmg, blind, confusion, disease, insanity, stun, poison PH3-239
3 21 Insignia of Blessing (AC) Paladin Your party gets +1 AC and Fort saves RoD3-166
3 22 Insignia of Blessing (TH) Paladin Your party gets +1 TH and fear saves RoD3-166
3 23 Inspired Aim Ranger Allies in your group get +2 TH with ranged attacks BoED3-101
3 24 Know Greatest Enemy Paladin Determines the biggest threat in area MoF3-103
3 25 Living Prints Ranger Can track as if tracks were up to 30 days younger MoF3-106
3 26 Loyal Vassal Paladin CL/3 targets get +3 mental saves, +1 TH, +1 fear saves MoF3-106
3 27 Magic Circle against Chaos Paladin Pro. from Chaos scroll effect PH3-249
3 28 Magic Circle against Evil Paladin Pro. from Evil scroll effect PH3-249
3 29 Magic Fang, Greater Ranger One target creature gets +1+CL/4 TH and dmg PH3-250
3 30 Magic Weapon, Greater Paladin Weapon gets +CL/4 TH and dmg PH3-251
3 31 Mark of the Hunter Paladin Choose one target, get +4 TH and ignore cover vs. that target CDiv3-168
3 32 Mind Bond Paladin +2 extra TH when flanking; Your mount gets +CL/3 TH BoED3-102
3 33 Neutralize Poison Ranger Neutralize Poison PH3-257
3 34 Phantasmal Decoy Ranger Create an illusion of target's most hated enemy CDiv3-172
3 35 Pissed Barbarian +level TH, +level dmg, -level AC, -level saves DM
3 36 Plant Growth Ranger Plant Growth PH3-262
3 37 Prayer Paladin All allies in your group get +1 TH, dmg, saves, skill checks; enemies get opposite PH3-264
3 38 Reduce Animal Ranger Animal Growth (reversed) PH3-269
3 39 Remove Blindness/Deafness Paladin Remove Blindness or Deafness PH3-270
3 40 Remove Curse Paladin Remove Curse PH3-270
3 41 Remove Disease Ranger Cure Disease PH3-271
3 42 Repel Vermin Ranger Insects must Will save to move into your group (then they take 2d6 dmg) PH3-271
3 43 Safe Clearing Ranger Special in room: No one can attack unless they Will save each segment MoF3-114
3 44 Smite Heretic Paladin +2 TH and +2*CL dmg vs. target Evil creature BoED3-107
3 45 Snowshoes, Mass Ranger Snowshoes (see SL 1) but on whole party DR123-65
3 46 Summon Nature's Ally III Ranger Summons a DL III Animal PH3-288
3 47 Tree Shape Ranger Tree PH3-296
3 48 Tremorsense Ranger Locate Person or Object that is touching the ground Und3-62
3 49 Undead Bane Weapon Paladin Weapons gets +2+CL/9 TH and +2d6+CL/9 dmg vs. undead PGF3-117
3 50 Water Walk Ranger Water Walking PH3-300
3 51 Wild Instincts Ranger Retain your Dexterity bonus to AC at all times RoE3-191

[S1] Warrior Spells


[S1.4] Level 4 Warrior Spells

SL # Name Class Effect Source
4 1 Animal Growth Ranger Animal Growth PH3-198
4 2 Arrow Storm Ranger Make CL attacks with Bow (max 1 attack per target) CAdv3-143
4 3 Aspect of the Werebeast Ranger Gain Lycanthropy for 1t RoE3-183
4 4 Bane Bow Ranger Weapon gets Slayer vs. one creature type; and +5/+5 TH/dmg for 1t CDiv3-151
4 5 Blinding Beauty Ranger Gain the beauty of a Nymph; Gaze to Blind (Fort save) BoED3-92
4 6 Blood of the Martyr Paladin Transfer any number of current hp to a target BoED3-92
4 7 Break Enchantment Paladin Remove curse, enchantment, polymorph, shapechange, and petrification PH3-207
4 8 Burrow, Mass Ranger Burrow (see SL 2) on CL targets Und3-56
4 9 Camouflage, Mass Ranger Camouflage (see SL 1) on party CDiv3-157
4 10 Commune with Nature Ranger Commune with Nature PH3-211
4 11 Cure Serious Wounds Paladin Cure 3d8+CL (18+CL) hp PH3-216
4 12 Cure Serious Wounds Ranger Cures 3d8+CL hp PH3-216
4 13 Darkvision, Mass Ranger Darkvision (see SL 3) on party T&B3-93
4 14 Darkvision, Superior Ranger Darkvision to all senses (can hear in silence, etc.) UE3-53
4 15 Death Ward Paladin Immune to slain, Negative levels, ability dmg PH3-217
4 16 Deeper Darkvision Ranger Darkvision even in Magical (Special) Darkness Und3-58
4 17 Dispel Chaos Paladin Like Dispel Evil but vs. chaos PH3-222
4 18 Dispel Evil Paladin Dispel Evil PH3-222
4 19 Favor of Ilmater Paladin Remove subdual dmg, charm, dazed, or stunned; can act at up to -9 current hp PGF3-102
4 20 Foebane Ranger You resist the innate effects of one creature type CAdv3-149
4 21 Freedom of Movement Ranger Free Action PH3-233
4 22 Glory of the Marty Paladin CL targets get +1 AC and saves (may multi-target); You can take 1/2 their dmg BoED3-99
4 23 Hand of Torm Paladin Immobile 10' radius: Those of your god may enter, others are stunned (Fort save /s) MoF3-99
4 24 Holy Sword Paladin Weapon gets +5/+5, +2d6 dmg vs. Evil, Pro. Evil PH3-242
4 25 Implacable Pursuer Ranger Locate Person, but with duration (CL h) CDiv3-166
4 26 Land Womb Ranger Passwall 10', can go up/down as well as left/right MoF3-104
4 27 Lawful Sword Paladin Weapon gets +5/+5, x2 dmg vs. Chaos, Pro. Chaos PGF3-105
4 28 Mark of Justice Paladin Target gets -6 to one ability score, -4 TH/saves/skills, or lose 50% of actions (no save) PH3-252
4 29 Neutralize Poison Paladin Neutralize Poison; target cannot be poisoned again for CL t PH3-257
4 30 Nondetection Ranger Nondetection PH3-257
4 31 Restoration Paladin Remove all negative levels, ability score dmg, fatigue, exhaustion PH3-272
4 32 Revenance Paladin Raise Dead (if killed within CL r), current hp is at 1/2 max hp CDiv3-178
4 33 Sacred Haven Paladin Target +2 AC, doesn't lose Dex bonus ever; caster knows where target is, can touch him at range CDiv3-178
4 34 Seek Eternal Rest Paladin +2 CL for purposes of Turn Undead MoF3-115
4 35 Snakebite Ranger Arm turns into poisonous snake (1d6 Con dmg + Paralysis, PPD save) MoF3-120
4 36 Spear of Valarian Ranger Non-magical weapon gains +1/+1 Arrow of Slaying effect (vs. Magical Beasts) BoED3-107
4 37 Spiritual Chariot Paladin Mini Chariot of Sustarre (caster + 2 people only) CDiv3-181
4 38 Stars of Arvandor Ranger CL stars; 0, launch a star: 1d8 dmg (one target, no save) BoED3-108
4 39 Summon Nature's Ally IV Ranger Summons a DL IV Animal PH3-288
4 40 Sword of Conscience Paladin Target Evil creature takes 2d8 Wis and Chr dmg (Will save for each) BoED3-109
4 41 Tree Stride Ranger Plant Door PH3-296
4 42 Visage of the Deity, Lesser Paladin +4 Chr; Acid/Cold/Lightning Resistance 10 CDiv3-187
4 43 Weapon of the Deity Paladin +(CL-3)/3 TH and dmg with your god's favored weapon, gets one random flag (Defender, etc.) CDiv3-188
4 44 Winged Mount Paladin Mount gains wings, can fly at 18" (B) CDiv3-190

[S1.5] Level 5 Warrior Spells

SL # Name Class Effect Source
5 1 Physical Fury Barbarian Can use all your P actions this segment, afterwards are Exhausted and cannot use P actions for 1 turn DM
5 2 Summon Nature's Ally V Ranger Summons a DL V Animal DM

[S2] Wizard Spells


[S2.0] Level 0 Wizard Spells (Cantrips)

# Name School Effect Source New?
1 Arcane Mark Meta Place magical writings in area {Touch, 1 group} PH3
2 Armor 0 Abj +CL*0.5 current hp DM
3 Bee Cnj Honeybee appears; 90% likely to sting someone {1 creature} UA1
4 Belch Evo Target belches {1 creature} UA1
5 Blink (cantrip) Evo Target blinks its eyes {1 creature} UA1
6 Bluelight Cnj 5' radius dim light {1 group} UA1
7 Bug Cnj Insect appears; Pinches if appears on someone {1 creature} UA1
8 Change Alt Turns one animal/plant into another (similar) {1 target} UA1
9 Charming 0 Enc Charms a monster, gets a new save every segment DM
10 Chill Evo Chills one target -40° C {1 target} UA1
11 Clean Abj Cleans one area {1 group} UA1
12 Color Evo Colors one target {1 target} UA1
13 Colored Lights Alt,Ill One 12", two 6", three 4", or four 3" dim lights {1-4 targets} UA1
14 Cone of Cold 0 Inv CL cold dmg to a group (save:½) DM
15 Cough Evo Target coughs {1 creature} UA1
16 Creak Evo Creaking sound (like rusty door hinges) UA1
17 Curdle Enc Hastens spoilage or wilting {1 object} UA1
18 Dampen Evo Dampens one area {1 group} UA1
19 Dancing Lights (cantrip) Ill 1-4 illusionary lights, you can move them around {1 group} PH3
20 Daze Enc Target makes no actions next segment (save) {1 creature} PH3
21 Death Spell 0 Nec Slay 1d4 HD of creatures (save) DM
22 Delayed Blast Meta You next spell has a chosen time delay (max 1 day) DM
23 Detect/Identify Radiation Div Detect Radiation; 1M, 1/t: Identify Radioative Item/Effect DM
24 Detect Magic (cantrip) Meta Detect magic (type/power require 1r to get) 60' {self only} PH3
25 Detect Poison Div Detect poisons within 22+3L' r {self only} PH3
26 Detect Radiation Div Detect radiation (incl. RS rating) 30' {self only} DM
27 Dim Alt,Ill Light source sheds only half normal light {1 target} UA1
28 Dirty Evo Dirties an area {1 group} UA1
29 Disrupt Undead Nec 1d6 dmg positive (no save); Only affects undead {1 creature} PH3
30 Distract Enc All within sight look at a spot within 10' of caster {1+ creatures} UA1
31 Dry Abj Dries one area {1 group} UA1
32 Dust Abj Dusts (removes dirt) from an area {1 group} UA1
33 Dusty Evo Makes an area dusty {1 group} UA1
34 Exterminate Abj 1 dmg disintegration to a small creature (save) {1 creature} UA1
35 Feeblemind 0 Enc -2 mental stat points (randomly distributed in packet of 2) (save per packet) DM
36 Fire Shield 0 Abj Anyone who melees with you takes 5% dmg back DM
37 Fireball 0 Inv CL/2 fire dmg to a group (save:½) DM
38 Firefinger Alt,Evo 1 dmg fire (save) {1 target} UA1
39 Flare Evo -1 TH (no save) {1 creature} PH3
40 Flavor Enc Changes the flavor of a target {1 target} UA1
41 Footfall Ill Footsteps sound UA1
42 Freshen Enc Refreshes spoiled food; stops spoilage {1 object} UA1
43 Gather Alt Gathers (sorts) small objects in area {1 group} UA1
44 Ghost Sound Ill Can create sounds in area PH3
45 Giggle Enc Target giggles {1 creature} UA1
46 Gnats Cnj Cloud of gnats; Distracts 1d4 s (save) {1 group} UA1
47 Groan Ill Groaning sound UA1
48 Hairy Alt Causes hair / hair-like growth to thicken {1 target} UA1
49 Haze Alt,Ill -1 TH; +1 saves; +5% Hide in Shadows in area UA1
50 Hide Ill Hides one small object from view {1 object} UA1
51 Knot Alt Rope-like object becomes (hard) knotted {1 object} UA1
52 Light (cantrip) Evo Object glows w/ light 20' r (No blindness/AC adj.) {Touch, 1 object} PH3
53 Lightning Bolt 0 Inv CL/2 lightning dmg to a group (save:½) DM
54 Mage Hand Alt Telekinesis 5 lbs. {1 object} PH3
55 Magic Missile 0 Inv (CL+1)/8 missiles, each does 1d4+1 force dmg (no save) DM
56 Mask Alt,Ill Target's face changes appearance {1 creature} UA1
57 Mending (cantrip) Alt Repairs a small tear or break {1 object} PH3
58 Mirage Ill Target area appears as something else {1 group} UA1
59 Moan Ill Moaning sound UA1
60 Mouse Cnj Mouse appears {1 creature} UA1
61 Mute Alt Turns one small mineral object into another {1 object} UA1
62 Natural/Necromancy Resistance Abj NaNR 70+CL*5% [duration 15 minutes] DM
63 Nod Evo Target nods {1 creature} UA1
64 Noise Ill Sounds in area as caster chooses {1 group} UA1
65 Open/Close Alt Opens or closes a (unlocked) door or container {1 object} PH3
66 Original Haste 0 Alt x5/4 # Attacks, x5/4 move rate DM
67 Palm Ill Caster can hide an object in his hand {Touch, 1 object} UA1
68 Polish Alt Polishes (makes smooth) an object {1 object} UA1
69 Power Word Blind 0 Cha Blinds & stuns a creature if current hp < -200 (no save) DM
70 Power Word Kill 0 Cha Kills a creature if current hp < -150 (no save) DM
71 Power Word Stun 0 Cha Stuns a creature if current hp < -400 (no save) DM
72 Present Alt Teleports a small object to caster's hand {1 object} UA1
73 Prestidigitation (cantrip) Meta Minor "magic tricks" (hide objects,play music,…) PH3
74 Quick Zero Haste Chrono +1QZ action per round (duration 1 turn) (counts as a Haste effect) DM
75 Rainbow (cantrip) Alt,Ill Creates a colorful rainbow; save or look at it 1-4s {1 group} UA1
76 Rattle Ill Rattling sound (like chains) UA1
77 Ravel Alt Unravels / unstitches an object {1 object} UA1
78 Ray of Enfeeblement 0 Cha -2 physical stat points (randomly distributed in packet of 2) (save per packet) DM
79 Ray of Frost Cnj,Evo 1d3 dmg cold (no save) {1 target} PH3
80 Ray of Heat {reverse: Ray of Ooze} Evo CLd2 heat {ooze} damage, area 1 target, no save DM
81 Read Magic (cantrip) Meta Can read magical writings at 1 page per minute {self only} PH3
82 Resistance Abj +1 saves {Touch, 1 target} PH3
83 Salt Evo Salts a target {1 target} UA1
84 Scratch Evo Target scratches himself {1 creature} UA1
85 Shield 0 Abj AT +1 source DM
86 Shine Alt Makes an object shine; remove rust, corrosion {1 object} UA1
87 Smokepuff Evo Small cloud of smoke appears {1 group} UA1
88 Sneeze Evo Target sneezes {1 creature} UA1
89 Sour Evo Makes a target taste sour {1 target} UA1
90 Spell Turning 0 Abj Turns the next CL/8 SL's of spells DM
91 Spice Evo Adds ginger, pepper, bay, garlic, parsely to obj {1 object} UA1
92 Spider Cnj Spider appears; 5% chance of poisonous {1 creature} UA1
93 Spill Alt Causes contents of a container to spill out {1 object} UA1
94 Sprout Alt Causes plants to sprout seeds/flowers {1 group} UA1
95 Stitch Alt Sew seams in cloth or leather {1 group} UA1
96 Sweeten Evo Adds suger, honey, syrup to object {1 object} UA1
97 Tangle Alt Rope-like object becomes tangled {1 object} UA1
98 Tap Evo Tapping/Rapping sound UA1
99 Tarnish Alt Object becomes tarnished (rusted/corroded) {1 object} UA1
100 Tenser's Transformation 0 Alt +2% of max hp to current hp, -4 TH melee DM
101 Thump Ill Thump sound (like something fell) UA1
102 Tie Alt Tie a (easy) knot in a rope or rope-like object {1 object} UA1
103 Tweak Cnj Unseen finger/thumb pinches target {1 creature} UA1
104 Twitch Evo Target twitches {1 creature} UA1
105 Two-D'lusion Ill Wall of illusion; static (non-changing) {1 group} UA1
106 Unlock Cnj Unlocks a simple lock {1 object} UA1
107 Untie Alt Unties a rope object (nullifies Tie, Knot, Tangle) {1 object} UA1
108 Wacky Ball 0 / Normal / 0 Evo Ld2 dmg normal element (save: 0) {1 group} DM
109 Wacky Ball 0 / Normal / ½ Evo Ld1 dmg normal element (save: ½) {1 group} DM
110 Wacky Ball 0 / Normal / ns Evo 1 dmg normal element (no save) {1 group} DM
111 Wacky Bolt 0 / Normal / 0 Evo Ld4 dmg normal element (save: 0) {1 target} DM
112 Wacky Bolt 0 / Normal / ½ Evo Ld2 dmg normal element (save: ½) {1 target} DM
113 Wacky Bolt 0 / Normal / ns Evo Ld1 dmg normal element (no save) {1 target} DM
114 Warm Evo Warms one target +40° C {1 target} UA1
115 Whistle Evo Whistling sound (sharp or eerie, not a cat-call) UA1
116 Wilt Enc Wilts a plant; Plant creatures take 1 dmg (save) {1 target} UA1
117 Wink Enc Target winks {1 creature} UA1
118 Wrap Alt Wraps (bundles and secures) a group of objects {1 group} UA1
119 Yawn Evo Target yawns; Vulnerable to Sleep 1r {1 creature} UA1

[S2] Wizard Spells


[S2.1] Level 1 Wizard Spells

# Name School Effect Source New?
1 Accuracy Enc L missiles get double range categories {L objects} OA1
2 Acid Stream 10' line of acid shoots from open hand DM? (i?)
3 Affect Normal Fire Reduce or enlarge normal fires PH2
4 Affect Normal Fires Alt,Ele Double or halve the effect of a fire {1 group} PH1
5 Alarm 4 hour +½h/level If anyone enter the area of effect the spell let out an alarm PH2
6 Alarm (1) Evo Any creature who approaches triggers a sound {1 group} UA1
7 Alarm (3) Abj Sends mental alarm to you if creature approach {1 group} PH3
8 Alley Summoning I Cnj, Wild Summons a DL II alley monster, under your control, 1% chance per segment of losing control DM
9 Analyze Div Learn 1 characteristic of an item (magic/psi/tech) {Touch, 1 object} RC0
10 Animate Dead Animals Creates skeletons or zombies from normal animals Nec
11 Animate Rope Alt Animates 1 rope-like object {1 object} PH3
12 Animate Wood Alt Animates 1 wood object {Touch, 1 object} OA1
13 Anti-Magic Shell 1 Abj Anti-Magic of SL 0 DM
14 Armor AC6 until 8+1/level points of damage had been sustained by subject PH2
15 Armor (1) Cnj,Abj AC 8 source; +8+L or +2L hp (even above max) {Touch, 1 creature} UA1
16 Armor (2) Cnj,Abj AC 6 source {Touch, 1 creature} PH2
17 Armor 1 Abj +CL*2 current hp DM
18 Armor, Set hp Abj +CL current hp, cannot raise current hp above CL*10 (counts as Armor spell but can receive multiples) DM 4.0
19 Armoring, Physical Abj Take -CL dmg per physical attack (counts as Armor spell) DM 4.0
20 Audible Glamer Ill Makes sounds at target location PH1
21 Audible Glamer Makes illusions of sounds PH2
22 Aura Fire Alt -2 AC {1 target} Thay
23 Awaken Caster awakens when trigger set off DM? (i?)
24 Barrier Abj (5*CL hp Armor spell) South
25 Bigby’s Bookworm Bane Bookworm It’s not actually a protection rather a search and kill spell, which annihilates every bookworm is your library. GRA1
26 Bigby’s Feeling Finger Caster can detect secret door with above average chance. GRA1
27 Bigby's Bookworm Bane Evo Kills bookworms in 100 books/scrolls per minute GRA1
28 Bigby's Feeling Fingers Evo Disembodied hand, can search for secret doors GRA1
29 Blink To Alt Target creature is blinked into your group (Reflex save) DM 4.0
30 Blink Wounding Caster "blinks" randomly if struck by weapon DM? (i?)
31 Breathe Alt (Can breathe anywhere!) South
32 Burning Hand 1d3+2/level hp fire damage PH2
33 Burning Hands (1) Alt,Ele L dmg fire (no save) PH1
34 Burning Hands (2) Alt,Ele 1d3+2L dmg fire (save:½) PH2
35 Burning Hands (3) Alt,Ele Ld4 dmg fire (save:½) PH3
36 Burst Monster I Cnj Summons a DL II monster, not sick, has only 1S action, disappears after 1r DM 4.0
37 Cantrip ALL Can cast 1 cantrip (Wiz 0) per round as Z action PH2
38 Cantrip The lesser art of spellcasting PH2
39 Carasting's Repulsiveness Other creatures try to avoid spell target DM? (i?)
40 Cat Spirit Target has senses/improved reflexes of a cat DM? (i?)
41 Catapult Alt Can throw a large rock +3 TH, dmg=3d6+1 {1 object} FRA2
42 Catapult Spell throwing missiles as a catapult FRA
43 Cause Fear Nec Fear (save) {1 creature} PH3
44 Chain Lightning 1 Inv Do CL lightning hits for CLd1 dmg, decreases 1 die per hit DM
45 Chameleon Ill Target matches surroundings {Touch, 1 target} OA1
46 Change Self Ill Change appearance to anything +/- 1' in size {self only} PH1
47 Change Self Changes the appearance of the caster PH2
48 Charm Any I Enc Charm any one monster with 3 HD or less (save), creature with < 1 HD gets no save DM 4.0
49 Charm Person Enc Charm 1 humanoid {1 creature} PH1
50 Charm Person Charms a person, the charmed being favors the command of the caster PH2
51 Charming I Enc Charms a monster, gets a new save every round DM
52 Chill Touch Nec Add "Save or 1d4 dmg & 1 Str loss" to unarmed {self only} PH2
53 Chill Touch Touch Long lasting spell which causes 1d4 hp of chill damage plus the victim loose 1 point of Strength, has additional effect on undead PH2
54 Chromatic Orb Evo,Ill 1=Pearly (1d4; light in area; save or blinded for L r or until leaves area)
2=Ruby (1d6, save or -1 Str and -1 Dex for 1 r)
3=Flame (1d8; save or 2 fire dmg)
4=Amber (1d10; save or blinded 1d4+4 r)
5=Emerald (1d12; save or nauseated until leaves area)
6=Turquoise (2d8; save or magnetised 3d4 r)
7=Sapphire (2d4; save or paralyzed 5d4 r)
10=Amethyst (slowed 2d4 r (no save); save or petrified)
12=Ashen (paralyzed 1d4+1 r (no save); save or slain) {1 creature}
UA1
55 Chromatic Orb 30 yard Multicolored sphere causing damage by color, has additional effect per color, must be aimed and thrown PHBR2
56 Circle Evo (Combine) Thay
57 Cloud Ladder Alt Creates a ladder {1 group} OA1
58 Cloud Walk Allows target to rest upon or walk on clouds DM? (i?)
59 Color Spray Alt,Ill Unc. if <L; Blind if <L+3; Stun if >L+2 (save if >6) {1d6 creatures} PH1
60 Color Spray Lower HD become unconscious, more HD blind or stun PH2
61 Compass Miniture arrow that always points north DM? (i?)
62 Comprehend Languages Alt Read/Write (not speak) 1 language {Touch, 1 creature} PH1
63 Comprehend Languages Caster can comprehend one creature or writing PH2
64 Cone of Cold 1 Inv CLd2+CL cold dmg to a group (save:½) DM
65 Confuse Language Confuses the speech of one creature or confuses the language on one written object PH2
66 Conjure Spell Component Cnj Material componenting costs 1Z instead of 1V {self only} TM2
67 Conjure Spell Component Conjures spell component under 1 gp value ToM
68 Copy Evo Copies 1 nonmagical book or 1 spellbook page {1 object} PHBR4
69 Copy Copies one written page PHBR2
70 Corpse Light 1 undead body per level can be made illuminating for 1t/level FRA
71 Corpse Link Sensory link between the caster and a dead bony Nec
72 Corpse Visage Ill,Nec Makes target's face appears as a rotting corpse {Touch, 1 creature} PHBR4
73 Corpse Visage Subject’s face become so horrid that anyone gazing upon it will surprise or (1 or lower HD) flee PHBR2
74 Corpselight Alt,Nec Dead/Undead bodies glow; -1 AC penalty {L targets} FRA2
75 Create Item I Cnj Creates an item of <= CL gp value, lasts for 2 turns DM
76 Dancing Light Creates lights which appears to be torches or will-o-wisp or one human shaped light globe PH2
77 Dark Pillar Pillar of darkness that drains consciousness DM? (i?)
78 Darkness Alt,Ill Magical darkness; can blind if targetted (save) {1 group} PH1
79 Death Spell 1 Nec Slay 1d12 HD of creatures (save) DM
80 Delay Image Tim,Ill +2 AC bonus; +1 saves {Touch, 1 creature} Chro2
81 Deny Cold Abj (Resist Cold) Thay
82 Detect Boss/NPC party Div Gives location of Boss and NPC party(ies) on current DL DM 4.0
83 Detect Disease Div Detect disease incl. type within 30' {self only} PHBR4
84 Detect Disease Detect normal and magical diseases PHBR2
85 Detect Illusion Div,Ill Can detect and automatically disbelieve illusions {Touch, 1 creature} PH1
86 Detect Invisibility Div,Ill Det. invisible, astral, ethereal, hidden, out/phase {1 creature} PH1
87 Detect Magic Detect magic in area of effect PH2
88 Detect Magic (1) Div Gives school and general power level within 60' {self only} PH1
89 Detect MF/PF/TF/LF Div Gives current MF/PF/TF/LF, current time, current location DM 4.0
90 Detect Motive Gives an idea about the target's motives DM? (i?)
91 Detect Phase Div,Dim Detects fully phased and ethereal creatures {self only} S&M2
92 Detect Secret Doors Div Detect secret/hidden/concealed doors/containers {self only} PH3
93 Detect Secret Passage/Portal Div Detect secret/hidden/concealed doors/containers {self only} S&M2
94 Detect Temporal Anomaly Tim,Div Detect time distrurbance & cause within 90' {self only} Chro2
95 Detect Undead Div,Nec Detects undead within 60+10L' {self only} PH2
96 Detect Undead Detect the presence of undead PH2
97 Detect/Identify Magic Div Detect Magic; 1M, 1/t: Identify Magic Item/Effect DM
98 Detho's Delirium Nec (Speak with Drunk) Thay
99 Dictation Evo,Geo Any words spoken in area appear on paper {1 group} S&M2
100 Discourage Entry Makes unwelcome visitors afraid to enter lab DM? (i?)
101 Dispel 1/3 Enc 33% chance to dispel 1 effect (ER to resist); can material component to make it 67% DM 4.0
102 Dispel Exhaustion 1 Alt Restore 5% of dmg taken, get an Original Haste 1 for 1 round DM
103 Divining Rod Div,Enc Detects 1 type of general object {self only} PHBR4
104 Divining Rod Much like the locate object spell PHBR2
105 Drawmij's Beast of Burden Alt Halves the effective weight a mount is carrying {1 creature} GRA1
106 Drawmij's Light Step Alt Target leaves no tracks; Walk across water {1 creature} GRA1
107 Drowsy Insects Cnj Swarm of Insects; save or slept 2d6 r {1 group} OA1
108 Dust Warriors Dust/bone creatures appear (caster's control) DM? (i?)
109 Electric Blades 1-4 electric blades shoot from fingertips DM? (i?)
110 Elemental Blast I Inv CLd2 dmg to one group (no save, random E=1 element each time) DM 4.0
111 Elemental Burst Cnj,Ele 1d8 dmg, choose a basic element (save:½) {1 group} OA1
112 Endure Elements Abj -5 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
113 Enlarge Alt +/- 20L% size {1 target} PH1
114 Enlarge Enlarge the affected creature or object by 10%/level of caster. Enlarged characters cause more damage PH2
115 Erase Alt Removes writing {1 target} PH1
116 Erase Removes writing from pages, it can erase explosive runes, glyph of warding, sepia snake sigil and wizard mark PH2
117 Expeditious Retreat Alt x3 move rate; Can jump 15' {self only} S&M2
118 Feather Fall Alt Max = (L+1)*200 lbs {1+ targets} PH1
119 Feather Fall Cause the fall of one individual to become more gentle and no damage is suffered upon landing PH2
120 Feeblemind 1 Enc -5 mental stat points (randomly distributed in packet of 5) (save per packet) DM
121 Fiery Eyes Cnj Gaze causes Fascination (save) {self only} OA1
122 Find Familiar Cnj,Enc See [S4], or finds your familiar {1 creature} PH1
123 Find Familiar Conjures a loyal familiar for the caster PH2
124 Find Water Detects the location of water within 10 miles DM? (i?)
125 Fire Burst Alt,Evo L dmg fire (save) {1 group} TM2
126 Fire Burst 1 hp/level of fire damage delivered to anyone near the targeted fire source ToM
127 Fire Shield 1 Abj Anyone who melees with you takes 10% dmg back DM
128 Fireball 1 Inv CLd2 fire dmg to a group (save:½) DM
129 Firewater Alt Turns water into a flammable (2d6) substance UA1
130 Fist of Stone Alt,Ele Str 18 with unarmed attacks {self only} TM2
131 Fist of Stone Turns caster fist into stone giving him a strength of 18/00 ToM
132 Floating Disc Evo Can carry 100L lbs.; Moves at caster's rate {1 group} RC0
133 Fog Phantom Pillar of fog which the caster can see through DM? (i?)
134 Forward Haste I Alt +2C' actions per turn (not every round, you get these only once per fight) DM 4.0
135 Friends Enc +2d4 Chr {self only} PH2
136 Friends The caster appears more friendly, +2d4 Chr PH2
137 Gaze Reflection Alt,Ill Any gaze/eye attack reflection upon enemy {self only} PH2
138 Gaze Reflection Gaze Protect form gaze attack PH2
139 Ghost Light Cnj Ghostly light; Int<6 or HD<2 save or feared 1 r {1 group} OA1
140 Globe of Invulnerability 1 Abj Immune to spells with SL=0 DM
141 Grease Evo Surface becomes greasy/slippery {1 group} UA1
142 Grease Anyone within the area must roll saving throw or slip and fall PH2
143 Hail of Stone Cnj,Evo Ld3 dmg earth (two saves: 1make=½, 2make=0) {1 group} OA1
144 Hold Portal Alt Magically locks a door {1 group} PH1
145 Hold Portal Hold a door securely closed for spell duration PH2
146 Hornung's Guess Div,WM Know how many persons/objects of one type {1 group} TM2
147 Hunting Hound Small dog that can smell but not see or fight DM? (i?)
148 Hypnotism Enc,Ill Suggestion (two saves, fails if both fail) {1d6 creatures} PH1
149 Hypnotism The caster suggest a course of action to be taken to the subject PH2
150 Identify Identifies magical items PH2
151 Ignite Flame Evo (1d3 dmg) South
152 Inaudibility Ill Make no sound when walking (reduces wandering monsters) DM
153 Influence Emotion Slight influence over target's emotion DM? (i?)
154 Insulation Electricity Give +3 bonus to saving throw vs. electricity and halves all damage sustained SSouth
155 Jump Caster can jump farther and into more height whit this spell PH2
156 Jump (1) Alt Can jump 30'; Has 1+L/3 jumps {Touch, 1 creature} PH1
157 Jump (2) Alt Can jump 30' {Touch, 1 creature} PH2
158 Kestrel's Bat Voice Can "see" with sonar in complete darkness DM? (i?)
159 Know History Div General information on history of target {1 target} OA1
160 Know School Div Know schools is specialized/opposite to target {1 target} FRA2
161 Know School Detect the specialization of another mage FRA
162 Ladder Alt (Ladder) South
163 Lasting Breath Alt Can hold breath for duration {L creatures} TM2
164 Lasting Breath Helps subject holds his breath ToM
165 Light Alt,Ill Magical light; can blind if targetted (save) {1 group} PH1
166 Light Brighten surrounding PH2
167 Lightning Bolt 1 Inv CLd2 lightning dmg to a group (save:½) DM
168 Locate Remains Detect the physical remains of dead beings Nec
169 Mage Armor Cnj,Abj +4 AC {Touch, 1 creature} PH3
170 Magic Eye Caster can see through immobile invisible eye DM? (i?)
171 Magic 'mental Magical energy elemental (not under control) DM? (i?)
172 Magic Missile Ball of energy causing 1d4+1 hp damage, you can cast one per every other level you have PH2
173 Magic Missile (0) Evo (2*L+3)/5 missiles; 1d6+1 dmg force (no save) {1+ creatures} RC0
174 Magic Missile (1) Evo (L+1)/2 missiles; 1d4+1 dmg force (no save) {1+ creatures} PH1
175 Magic Missile 1 Inv (CL+1)/2 missiles, each does 1d4+1 force dmg (no save) DM
176 Magic Mouth Magical mouth speak when conditions are met PH2
177 Magic Weapon Alt,Enc Weapon has +1/+1 TH/dmg {Touch, 1 object} PH3
178 Melt Alt Melts snow or ice {1 group} UA1
179 Memorize Song Caster can remember a song for 1 decade DM? (i?)
180 Mending Mends broken, cut or otherwise apart object PH2
181 Message Alt Sends a secret message to target PH1
182 Message Pointed individual receive message and can reply to it PH2
183 Metallic Orb Evo,Ill 1=Lead (1d6; -3 to base movement rate (save))
2=Tin (1d8; Chill L r (save))
3=Bronze (1d10; Cold 2'r, dmg=1d6 (save:0))
4=Copper (1d12; Hypnotism L r (save))
6=Silver (2d6; -2 Con 1 d (no save); Stun L r (save))
8=Electrum (2d8; -20% MR 1 d (no save); -10% RR 1 d (no save); Feeblemind (save))
9=Gold (2d10; Weakness (no save); Dispel E/N/G(save))
11=Steel (2d12; Color Spray 5'r; Prismatic Spray 5'r)
13=Platinum (3d8; Maze (no save); Imprisonment (save)) {1 creature}
DM
184 Metamorphose Liquid Metamorphoses liquid into an other liquid ToM
185 Metamorphose Liquids Alt Turns one liquid into another (nonmagical) {Touch, 1 group} TM2
186 Minor Annoyance Small buzzing sound & pinch in target's ear DM? (i?)
187 Monster Swarm Summoning I Cnj Summons CL*4.5 (round down) DL 0 monsters DM
188 Mordenkainen's Pro. Avians Abj Avians have -2 TH target {Touch, 1 creature} GRA1
189 Mount Cnj Summons a horse/camel/elephant mount {1 creature} UA1
190 Mount Conjure up a mount for a few hour PH2
191 Murdock’s Feathery Flyer Caster can glide with this spell ToM
192 Murdock's Feathery Flyer Alt Can glide {self only} TM2
193 Nahal's Reckless Dweomer Evo,WM L% desired spell you know; else Wild Surge TM2
194 Nauseating Gas Enc Area effect: Nauseated (-5 all actions) (Fort save) DM
195 Negative Bolt Nec One target takes CL*DL*5 negative dmg (DL=LVL^0.5 if target's DL is not available) DM 4.0
196 Noise Filter Filters out offensive or obtrusive sounds DM? (i?)
197 Nystul’s Magical Aura Makes an object radiate magic PH2
198 Nystul's Dancing Werelight Alt Light spell that follows caster, can dim/brighten GRA1
199 Nystul's Flash Evo Dazed 1d4 r (no save); Blind 1d4 r (save) {1 group} GRA1
200 Nystul's Magic Aura Ill Target is considered a magical item {Touch, 1 target} PH1
201 Nystul's Undetectable Aura Ill Object immune to detect spells {Touch, 1 object} PH3
202 Obscuring Mist Cnj Everything has cover to each other {1 group} PH3
203 Original Haste 1 Alt x4/3 # Attacks, x4/3 move rate DM
204 Otiluke's Bubbling Buoyancy Alt Up to 100L lbs float on a cloud of bubbles GRA1
205 Otiluke's Smoky Sphere Evo Smoke, save or coughing (-2 TH/saves) 1d4+1r {1 group} GRA1
206 Otto's Chime of Release Alt All shackles/ropes on creature released {1 creature} GRA1
207 Painting Illusionary magical painting appears (framed!) DM? (i?)
208 Panic Enc Target is Panicked (50% flee, 50% taunted towards you) (Will save) DM
209 Patternweave Div Know what jumble of objects is supposed to be {1 group} TM2
210 Petition Asks an outer planar being a question DM? (i?)
211 Phantasmal Force Ill Area is sq'; Visual only {1 group} PH1
212 Phantasmal Force Makes illusionary images PH2
213 Phantom Armor Alt,Ill AC 3 source; +L hp (even above max); +1 saves {Touch, 1 creature} UA1
214 Poisonous Claws Nec Natural fighting has poison (CL*4 dmg, save for CL) DM
215 Power Word Blind 1 Cha Blinds & stuns a creature if current hp < -160 (no save) DM
216 Power Word Kill 1 Cha Kills a creature if current hp < -120 (no save) DM
217 Power Word Stun 1 Cha Stuns a creature if current hp < -320 (no save) DM
218 Precipitation Alt Light rain in area {1 group} UA1
219 Precognitive Sense Tim,Div Know an event which will occur within 6L h {self only} Chro2
220 Prepared Blast Meta Your next spell has -CL saves, -CL*5% MR (or) +CL/2 to CL DM
221 Prismatic Wall 1 Abj 1 Prismatic color DM
222 Protection from Chaos Abj +2 AC, +2 saves vs. evil; Prevents bodily contact {Touch, 1 creature} PH3
223 Protection from Evil Abj +2 AC, +2 saves vs. evil; Prevents bodily contact {Touch, 1 creature} PH3
224 Protection from Evil Evil Evil creatures fight with penalties, protect from possession and evil mental control, protect from conjured beings PH2
225 Protection from Good Good Good creatures fight with penalties, protect from possession and mental control, protect from conjured beings PH2
226 Protection from Hunger and Thirst One creature can live without nourishment and water for 1 day/level of caster PHBR2
227 Protection from Hunger/Thirst Abj Requires no food or water for duration {Touch, 1 creature} PHBR4
228 Protection from Vermin Abj Protection from creatures <1 HD {Touch, 1 creature} S&M2
229 Push Cnj Push up to 50L lbs.; Can knock over (save) {1 target} PH1
230 Quiet Passage Allows quiet/safe passage if nonhostile intent DM? (i?)
231 Radiation Resistance Abj RR 60+CL*5% [duration 1 hour] DM
232 Rary's Empathic Perception Div Sense emotions, 1 creature per 5r {1+ creatures} GRA1
233 Ray of Enfeeblement (3) Nec -1d6-L/2 Str (save) {1 creature} PH3
234 Ray of Enfeeblement 1 Cha -5 physical stat points (randomly distributed in packets of 5) (save per packet) DM
235 Ray of Fatigue Nec Target is fatigued (save) {1 creature} S&M2
236 Read Illusionist Magic Div,Ill Can read/identify illusionist writings/scrolls {self only} UA1
237 Read Magic With this spell the wizard can read magical scripts PH2
238 Redirection (low) Ill (1bM to cast), you have a summon: A monster selecting you selects your summon instead DM 4.0
239 Reduce Alt -10L% size (max reduction = 50%) {1 target} PH3
240 Reduce Make creature smaller, smallness depends on the level of caster PH2
241 Reveal Colorpool Detects presence of windows to other planes DM? (i?)
242 Reverse Magic I Casts effect's reverse if 1st level & in range DM? (i?)
243 Run Enc (L+1)/2 targets; Move rate doubles {Touch, 1+ creatures} UA1
244 Runetrue Creates a small magical ward against demons DM? (i?)
245 Scales Abj DR (CL*2)/+(CL/2) [duration 1 day] DM
246 Scatterspray Alt Small objects fly about, dmg is 1d6 (save) {1 group} FRA2
247 Scatterspray Floating object cause minimal damage FRA
248 Scroll, Quill and Ink Summons a scroll, quill, and ink from lab DM? (i?)
249 Secret Signs Alt Caster and 1 target can communicate secretly OA1
250 Shield Negates magical missile attacks, provides AC2 vs. hand-hurled missiles, AC3 vs. device-propelled missiles and AC4 vs. other attack, grants +1 saving throw vs. frontal attack PH2
251 Shield (1) Evo,Abj Immune Force; AC2 source; +1 saves {self only} PH1
252 Shield (3) Abj +7 AC; +3 area saves {self only} PH3
253 Shield 1 Abj AT +4 source DM
254 Shielder Abj +CL AC, +CL saves; pick an element, you're immune to it DM 4.0
255 Shock Bolt {reverse: Grave Bolt} Evo CLd4 lightning {grave} damage, area 30' line, no save DM
256 Shocking Grasp Alt,Ele 1d8+L dmg electricity (no save) {Touch, 1 target} PH1
257 Shocking Grasp Touch 1d8+1/level electrical damage PH2
258 Silent Image Ill Area is 10' cubes; Illusion sight component only {1 group} PH3
259 Silvadel's Magic Feather Allows remote manipulation of a feather DM? (i?)
260 Slay I Nec Slay one DL I monster (PPD save, aNR to resist) DM 4.0
261 Sleep Affect 2d4 HD, but monster with more than a 4+3 HD are unaffected, there is no saving throw against this spell PH2
262 Sleep (0) Enc 2d8 HD slept (no save); max HD/creature=4+1 RC0
263 Sleep (1) Enc 4d4 HD slept (no save); max HD/creature=4+2 {1 group} PH1
264 Sleeping Levitation Caster levitates 1'-6' off ground when asleep DM? (i?)
265 Slide Slides a light object across a surface DM? (i?)
266 Slow Metabolism Tim,Alt Slows poison; Needs to eat only once every 12h {Touch, 1 creature} Chro2
267 Sneakabout Light Small light that follows caster/target around DM? (i?)
268 Snilloc’s Snowball Snowball causing 1d3 damage or 1d6 vs. fire dwelling or using creature FRA
269 Snilloc's Snowball Evo 1d3 dmg snow (no save) {1 target} FRA2
270 Sparkle Beam Beam of radiance that makes undead glow/hurt DM? (i?)
271 Specific Monster Summoning I Cnj Choose Animal, Plant, Arctic, or Faerie. You summon 10 DL I monsters of that type. DM 4.0
272 Spectral Voice Like the ventrilquism but voice emits from a undead Nec
273 Spell Turning 1 Abj Turns the next CL/7 SL's of spells DM
274 Spider Climb Alt Climb Walls 200%; No Material componenting {Touch, 1 creature} PH1
275 Spider Climb Subject can climb surfaces, but items glue to his hand PH2
276 Spidereyes caster can see through the eyes of a spider Drow
277 Spook Ill Fear; Target gets a save each round {1 creature} UA1
278 Spook Play upon natural fear, roll saving throw every round PH2
279 Sporacle Orb (low) Ill One target: 1 random low [C] section effect (save) (DM knows what "low" means) DM 4.0
280 Starlight Creates a small bright star miles up in sky DM? (i?)
281 Stepping Stones Creates stones in midair, can be stepped on DM? (i?)
282 Still Water Alt Stills (calms) water in area {1 group} OA1
283 Summon Monster I Cnj Summons a DL 1 creature to fight for you {1 creature} PH3
284 Summon Monster Recall I Cnj Summons 2 DL I monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
285 Summon Undead Cnj;Nec (2d6 undead; HD<CL) Thay
286 Swim Alt Target can swim at move rate 12 {1 creature} OA1
287 Talk in Sleep Sleeping target starts to talk in sleep DM? (i?)
288 Taunt Enc One or more creatures of 1 type taunted (save) {1 group} PH2
289 Taunt Victims try to attack the caster physically PH2
290 Tenser’s Floating Disc This energy disc can hold up to 45 kg/level of caster PH2
291 Tenser's Eye of the Tiger Alt Night Vision; Has only -1 TH while blind {Touch, 1 creature} GRA1
292 Tenser's Floating Disc Evo Can carry 100L lbs.; Moves at rate 6 {1 group} PH1
293 Tenser's Steady Aim Alt Target has no missile penalty TH while moving {1 creature} GRA1
294 Tenser's Transformation 1 Alt +5% of max hp to current hp, -3 TH melee DM
295 Torture Targets are struck with pain and must lie down DM? (i?)
296 Treacherous Tripwire Invisible and moving tripwire DM? (i?)
297 Tree Swipe Causes a branch of a tree to swing at target DM? (i?)
298 True Strike Div Your next attack is at +20 TH {self only} PH3
299 Tune Instrument plays a tune by itself DM? (i?)
300 Turn Correct Page Turns to correct page in familiar book DM? (i?)
301 Umbrella Invisible umbrella of force, moves with target DM? (i?)
302 Unseen Servant Cnj Invisible servant, can carry 40 lbs. {1 group} PH1
303 Unseen Servant 1hour+1t/lv It serves the caster in mundane tasks like opening doors, dusting, cleaning up etc. PH2
304 Ventriloquism Ill Ventriloquism {1 target} PH1
305 Ventriloquism Sound appears to come from somewhere else PH2
306 Veschiul's Shadowbolt Black ray that causes weakness/depression DM? (i?)
307 Wacky Ball 1 / Normal / 0 Evo Ld4 dmg normal element (save: 0) {1 group} DM
308 Wacky Ball 1 / Normal / ½ Evo Ld2 dmg normal element (save: ½) {1 group} DM
309 Wacky Ball 1 / Para / 0 Evo Ld2 dmg para element (save: 0) {1 group} DM
310 Wacky Ball 1 / Para / ½ Evo Ld1 dmg para element (save: ½) {1 group} DM
311 Wacky Ball 1 / Para / ns Evo 1 dmg para element (no save) {1 group} DM
312 Wacky Bolt 1 / Normal / 0 Evo Ld6 dmg normal element (save: 0) {1 target} DM
313 Wacky Bolt 1 / Normal / ½ Evo Ld4 dmg normal element (save: ½) {1 target} DM
314 Wacky Bolt 1 / Normal / ns Evo Ld2 dmg normal element (no save) {1 target} DM
315 Wacky Bolt 1 / Para / 0 Evo Ld4 dmg para element (save: 0) {1 target} DM
316 Wacky Bolt 1 / Para / ½ Evo Ld2 dmg para element (save: ½) {1 target} DM
317 Wacky Bolt 1 / Para / ns Evo Ld1 dmg para element (no save) {1 target} DM
318 Wall of Darkness 10'x30' wall of complete darkness DM? (i?)
319 Wall of Fog Alt,Ill Blocks sight (incl. Infravision) PH1
320 Wall of Fog 2d4r+20’cube+10’cube/level Obscure light and vision PH2
321 Ward Enc (Wall: Save or want to leave) South
322 Warp Wood Alt Warps wood OA1
323 Water Protection Alt,Abj Immune Drowning; Breathe Underwater {1 target} OA1
324 Waterproof Makes an object resistant to water damage DM? (i?)
325 Weapon Snap Force that tries to break a weapon DM? (i?)
326 Weapon Strike Force that tries to have weapon swing at user DM? (i?)
327 Wish 1 Meta Wish for a SL=0 Wizard spell DM
328 Wizard Glue Very sticky mass of glue DM? (i?)
329 Wizard Mark Alt Makes a permanent mark on target object {1 group} UA1
330 Wizard Mark Writes personal mark upon surface PH2
331 Write Evo Can copy 1 page of magical writings per hour. Does a rough copy of a spell so it can be properly inscribed later. A character may inscribe his caster level in spell levels each day into a format he can memorize from. {1 object} PH1
332 Zile's Rememberance Remembers images of a dead creature's life DM? (i?)

[S2] Wizard Spells


[S2.2] Level 2 Wizard Spells

# Name School Effect Source New?
1 Accelerate Plant Growth Tim Accelerates plant growth by L months {1 group} Chro2
2 Agannazar’s Scorcher Cause 3d6 hp of damage within AE, like flame-thrower. It last for 2 rounds, so it can deliver an additional round of damage FRA
3 Agannazar's Scorcher Evo Target takes 6d6 dmg fire (save:½); others 2d8 {1 group} FRA2
4 Alley Summoning II Cnj, Wild Summons a DL IV alley monster, under your control, 2% chance per segment of losing control DM
5 Alter Self Alt,Ill Alter Appearance; +/- 50% size; Fly 3"; Swim {self only} UA1
6 Alter Self Changes the appearance of the caster, even adding other appendage PH2
7 Animal Companion Enc Make an animal your companion (not familiar) {1 creature} OA1
8 Animate Water Cnj,Enc Animates water, moves at 6", dmg Ld2 /attack OA1
9 Anti-Magic Shell 2 Abj Anti-Magic of SL 0 to 1 DM
10 Apparition Ill -L Cml; causes fear in others <1 HD (save) {Touch, 1 creature} OA1
11 Arcane Lock Abj Locks a look/container {Touch, 1 object} PH3
12 Armor 2 Abj +CL*4 current hp DM
13 Armoring, Mystical Abj Take -CL dmg per spell/psi/innate (counts as Armor, can be used w/ Physical) DM 4.0
14 Bigby’s Dexterous Digits 3t/level A hand which can use tools under the caster control. You can experiment from far away. GRA1
15 Bigby’s Silencing Hand Silence a creature by a hand on it’s mouth. GRA1
16 Bigby's Dextrous Digits Evo Pair disembodied hands; Can use caster's NWP GRA1
17 Bigby's Silencing Hand Evo;Enc Silence (save) {1 creature} GRA1
18 Bind Alt,Enc Animates 1 rope-like object {1 object} UA1
19 Bind Caster can command a rope to knot, tie, coil etc. PH2
20 Bladethirst Alt Weapon gets +3/+0 {Touch, 1 object} FRA2
21 Bladethirst Gives an one time bonus to hit with slashing weapons FRA
22 Blindness Ill Blindness (save); can be dispelled/cured {1 creature} PH2
23 Blindness Cause illusionary blindness, so Cure Blindness won’t remove it PH2
24 Blindness/Deafness Alt Blindness or Deafness (caster's choice) (save) {1 creature} PH3
25 Blur Enemies fight with penalties against blurred wizard PH2
26 Blur (1) Ill +4 AC; +1 saves {self only} PH1
27 Blur (3) Ill 20% WR vs. creatures without True Sight {self only} PH3
28 Bull's Strength Alt +1d4+1 Str {Touch, 1 creature} PH3
29 Burst Monster II Cnj Summons a DL III monster, not sick, has only 1S action, disappears after 1r DM 4.0
30 Cat's Grace Alt +1d8 or +1d4+1 (your choice) Dex {Touch, 1 creature} S&M2
31 Chain Lightning 2 Inv Do CL lightning hits for CLd2 dmg, decreases 1 die per hit DM
32 Chaos Shield Abj Protection from your own wild surges (get save) {self only} TM2
33 Charm Any II Enc Charm any one monster with 8 HD or less (save), creature with < 2 HD gets no save DM 4.0
34 Charming II Enc Charms up to 2 monsters, gets a new save every turn DM
35 Choke Nec;Cnj Ld4 dmg necromantic (save:½) {1 creature} PHBR4
36 Choke 30 yard 1d4 hp suffocating damage/round, there is saving throw to suffer only half damage PHBR2
37 Cloak from Undead Alt;Abj Invisibility to Undead {Touch, 1 creature} FRA2
38 Cloak from Undead Like invisibility to undead FRA
39 Cloak Undead Nec;Abj Undead are invisible, also to Detect Undead {1 group} FRA2
40 Cloak undead Make undead undetectable with detect undead, and the naked eye FRA
41 Combus Evo Thay
42 Cone of Cold 2 Inv CLd4+CL cold dmg to a group (save:½) DM
43 Cone of Eldritch Shards {Acid} Evo CLd6 eldritch shards {acid} damage, area 40' cone, no save DM
44 Continual Flame Ill Magical flame (illusionary); no heat {Touch, 1 object} PH3
45 Continual Light Alt Magical light; can blind if targetted (save) {1 group} PH1
46 Continual Light Causes a globe of light to be appear PH2
47 Create Item II Cnj Creates an item of <= CL^2 gp value, lasts for 4 turns DM
48 Damage Mirror Alt (All in 10' take dmg you take) South
49 Darkness 15’ Radius Cause surrounding to become engulfed in total darkness PH2
50 Darkness, 15' radius Alt Magical darkness {1 group} PH2
51 Darkvision Alt Can see in darkness {Touch, 1 creature} PH3
52 Darsson’s Cooling Breeze 4 hour/lv Provide air ventilation in a room. SSouth
53 Darsson’s Fiery Cube Create a cube of fire causing 1d4 hp of damage/level. SSouth
54 Daylight Evo Object sheds daylight 60' r {Touch, 1 object} PH3
55 Deafness Ill Deafness (save); can be dispelled/cured {1 creature} PH1
56 Deafness Cause illusionary deafness, no curative magic will remove it PH2
57 Death Recall Nec;Div Visualizes last few minutes of a corpse's death {Touch, 1 object} PHBR4
58 Death Recall Visualize the final minutes of the dead PHBR2
59 Death Spell 2 Nec Slay 2d12 HD of creatures (save) DM
60 Decastave Evo Staff: 1d6 dmg force + 1d4 dmg draining {self only} FRA2
61 Decastave 1d6 Wizard must be proficient in staves. It is considered magical FRA
62 Deeppocket Extradimensional space which can contains more mass than the pocket would indicate PH2
63 Deeppockets Alt,Enc Extradimensional space (100 lbs.) {Touch, 1 object} UA1
64 Delay Death One creature can fight after he reached 0 hp till -10 hp, of course with penalties. 1t/level PHBR2
65 Deny Fire Abj (Resist Fire) Thay
66 Detect Evil Detect the presence of evil PH2
67 Detect Evil (0) Div Detect evil / evil intent 60' {self only} RC0
68 Detect Evil (2) Div Detect evil / evil intent 180' {self only} PH2
69 Detect Good Detect the presence of goodness PH2
70 Detect Invisibility Detect invisible being PH2
71 Detect Life Div Detect life 10L' {self only} PHBR4
72 Detect Life Detect the presence of life PHBR2
73 Detect Poison Div Thay
74 Detect Psionics Div Detect Psionics 60' {self only} DM
75 Detect Psionics Detect the presence of psionic activity DS
76 Detect Thoughts Div Detect surface thoughts 60' {self only} PH3
77 Detect/Identify Psionics Div Detect Psionics; 1M, 1/t: Identify Psionic Item/Effect DM
78 Dispel 1/2 Enc 50% chance to dispel 1 effect (ER to resist); can material component to make it 100% DM 4.0
79 Dispel Exhaustion 2 Alt Restore 10% of dmg taken, get an Original Haste 2 for 1 round DM
80 Dispel Radiation Abj Dispels Radiation (1 target = auto success) {1 group} DM
81 Displace Self Alt;Dim Displaced {self only} S&M2
82 Drawmij's Adventurer's Luck Alt Luckstone effect {Touch, 1 creature} GRA1
83 Drawmij's Breath of Life Alt Cannot drown, don't need air, immune to gas {L creatures} GRA1
84 Drawmij's Scent Mask Ill Conceal all odors coming from creatures {Touch, L creatures} GRA1
85 Drawmij's Swift Mount Alt Doubles movement rate {Touch, L/2 creatures} GRA1
86 Elemental Blast II Inv CLd4 dmg to one group (no save, random E=2 element each time) DM 4.0
87 Embalm Protect a dead bony from decaying Nec
88 Enchanted Blade Evo,Enc Electrical sword: +(L+3)/4 TH, total Ld6 dmg {Touch, 1 creature} OA1
89 Endurance Alt +1d4+1 Con {Touch, 1 creature} PH3
90 Entangle (0) Enc Animates a rope; can entangle a creature (save) {1 object} RC0
91 ESP Detect the surface thoughts of other beings PH2
92 ESP (0) Div Can read surface thoughts (no save) {1+ creatures} RC0
93 ESP (1) Div Can read surface thoughts (no save) {1+ creatures} PH1
94 Fascinate Ill Charmed and Fascinated (save) {1 creature} UA1
95 Feeblemind 2 Enc -10 mental stat points (randomly distributed in packets of 5) (save per packet) DM
96 Filter Abj Immune Gas; takes ½ dmg from Chlorine Gas {Touch, 1 group} PHBR4
97 Filter Gases Invisible globe around touched individual. PHBR2
98 Fire Shield 2 Abj Anyone who melees with you takes 25% dmg back DM
99 Fire Shuriken Evo #=(L+5)/6, roll TH, 2d8 dmg fire (no save) & -2TH {1+ creatures} OA1
100 Fireball 2 Inv CLd4 fire dmg to a group (save:½) DM
101 Flame Dagger Evo Thay
102 Flaming Sphere Evo Move rate 3; 2d6 dmg fire (save if not directly hit) {1 group} PH3
103 Flaming Sphere A fiery sphere moves at the caster will damaging anyone in its path for 2d4 points of fire damage PH2
104 Flash Evo (Blindness area) Thay
105 Fleet Fleet Quicken the subject DS
106 Fluid Movement Abj +CL Reflex saves DM
107 Flying Fist Evo Fist attacks by self: +2 TH, dmg 1d2 & -2 TH FRA2
108 Flying Fist Hand can cause punch damage FRA
109 Fog Cloud Alt,Ill Blocks sight (incl. infravision) {1 group} PH3
110 Fog Cloud Conjure huge mass of fog PH2
111 Fool’s Gold Copper coins seems to be gold coins PH2
112 Fools' Gold Alt,Ill 4000L gp value {1 group} PH1
113 Forget Enc Forget (L+2)/3 minutes, or 1 specific memory PH1
114 Forget Subject forget the happenings of the past few rounds PH2
115 Forward Haste II Alt +3C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
116 Ghost Pipes Alt;Nec Instrument plays itself {Touch, 1 object} FRA2
117 Ghost Pipes Plays a tune on instruments FRA
118 Ghoul Touch Nec Touch causes paralyzation (save) {self only} PHBR4
119 Ghoul Touch Touch Touched individual paralyses and begin to stink causing other to fight with -2 penalty PHBR2
120 Glitterdust Save vs. Spell or blinded PH2
121 Glitterdust (2) Cnj Blind 1d4+1 r (save) PH2
122 Glitterdust (3) Cnj Blind L r (save) PH3
123 Globe of Invulnerability 2 Abj Immune to spells with SL=0 to 1 DM
124 Hornung's Baneful Deflector Evo Missile vs. you: it hits a random creature in 15' {Touch, 1 creature} TM2
125 Hypnotic Pattern 24 HD of creature kept captive by this spell, if the victim is harmed the spell breaks PH2
126 Hypnotic Pattern (1) Ill 24 HD looking at pattern are Hypnotized PH1
127 Hypnotic Pattern (3) Ill 2d4+L HD looking at pattern are Fascinated {1 group} PH3
128 Ice Knife Evo Roll TH, within 5' take 2d4 dmg ice & numb 1d3r {1+ creatures} OA1
129 Ice Knife 2d4 Shatter on contact PHBR2
130 Improved Phantasmal Force Ill Area is sq'; Sight and sound {1 group} PH1
131 Improved Phantasmal Force Visual illusions and minor sounds PH2
132 Insatiable Thirst Enc Save or drink anything nearby {1 creature} TM2
133 Insatiable Thirst During the spell victim will drink everything he can while he feels an uncontrollable desire to quench his thirst ToM
134 Invisibility Ill Invisibility; attacking ends spell {Touch, 1 target} PH1
135 Invisibility Individual become invisible PH2
136 Irritation Alt -4 AC; -2 TH; -1 Dex; -1 Cml until 1V spent {1 creature} UA1
137 Irritation Various irritations occur PH2
138 Knock Alt Open locked/barred/held/wizard locked doors {1 group} PH1
139 Knock Open a locked door PH2
140 Know Alignment Div Detect alignment 30L' on 1 creature /r {1+ creatures} UA1
141 Know Alignment Reveal the alignment of an NPC or object PH2
142 Leomund’s Trap Permanent Thieves detect traps on trapped object 100% of time PH2
143 Leomund's Trap Ill Illusionary trap, can be "disarmed" to avoid {Touch, 1 object} PH1
144 Levitate Subject can alter his altitude, but cannot fly horizontally without aid PH2
145 Levitate (0) Alt Can levitate up/down at normal movement rate {self only} RC0
146 Levitate (1) Alt Can levitate up/down at normal movement rate {1 creature} PH1
147 Life Sounding Tim Know age of target, and how much lifespan left {Touch, 1 creature} Chro2
148 Lightning Bolt 2 Inv CLd4 lightning dmg to a group (save:½) DM
149 Living Link Sensory link between caster and a living creature Nec
150 Locate Object Pinpoint the location of a known general object PH2
151 Locate Object (1) Div Locate one object {1 object} PH1
152 Locate Object (3) Div Locate one object {1 object} PH3
153 Lock Lock a door PH2
154 Magic Missile 2 Inv (CL+1) missiles, each does 1d4+1 force dmg (no save) DM
155 Magic Mouth Alt Object speaks up to 25 words, can set up trigger {1 object} PH1
156 Magic Resistance Abj MR 50+CL*5% [duration 2 hours] DM
157 Mask Alignment & Blend In Ill You appear to be another alignment / part of enemy's group DM
158 Maximilian’s Earthen Grasp Stony arm reach for the target and grasp him penalizing him in fight ToM
159 Maximillan's Earthen Grasp Alt Arm holds target, has double caster's hp {1 creature} TM2
160 Melf’s Acid Arrow 2d4 point of acid damage, acid last more if caster is more experienced, the arrow must hit the target PH2
161 Melf's Acid Arrow (1) Evo Roll TH +1: (3+L/3)d4+1 dmg acid (no save) {1 target} UA1
162 Melf's Acid Arrow (3) Cnj Roll TH: (2+2*L/3)d4 dmg acid (no save) {1 target} PH3
163 Metal Skins Abj 8+CL*2 skins, each is one instance of DR 20/- DM 4.0
164 Metallic Orb Evo,Ill See [S1.N] for notes on this spell {1 creature} DM
165 Minor Image Ill Area is 10' cubes; Illusion: sight & sound {1 group} PH3
166 Mirror Image Conjures illusionary images of the caster, enemies don’t know which is the caster PH2
167 Mirror Image (0) Ill Creates 1d4 images of yourself {self only} RC0
168 Mirror Image (3) Ill Creates 1d4+L/3 images of yourself {self only} PH3
169 Misdirection Ill Redirects divination spells {1 target} PH3
170 Misdirection Protect from detection spells for 8 hour PH2
171 Monster Summoning 2 Cnj Summon a DL=0 monster DM
172 Monster Swarm Summoning II Cnj Summons CL*4 DL I monsters DM
173 Moon Rune Alt,Geo Wizard mark, not visible until condition reached {1 group} S&M2
174 Mordenkainen's Encompassing Vision Alt All-around sight {Touch, 1 creature} GRA1
175 Move Object Alt South
176 Nahal's Nonsensical Nullifier Abj Know Align / Detect Evil/Lie give random results {Touch, 1 creature} TM2
177 Notched Blast Meta Your next spell is "held" (release as 0), no spells until released DM
178 Nystul's Blackmote Evo 2d6+L dmg darkness/cold (no save) {1 creature} GRA1
179 Nystul's Blazing Beam Evo Blind 2d4r, -4 TH, -4 AC (save); within 1' is ½ {1 creature} GRA1
180 Nystul's Crystal Dagger Evo;Cnj Dagger: 1d4 mineral, +2/+2, +3/+3 vs. undead GRA1
181 Obscure Object Abj Hides object from location/detection/scrying {Touch, 1 object} PH3
182 Obscure Object Protect an object from location finding spells/devices PH2
183 Omen Div Know general fortune of some major undertaking OA1
184 Original Haste 2 Alt x3/2 # Attacks, x3/2 move rate DM
185 Otiluke's Boiling Oil Bath Evo;Cnj 3d4 dmg heat (save:0) {1 creature} GRA1
186 Otto's Soothing Vibrations Enc Friendship (save+2) {1 group} GRA1
187 Otto's Tones of Forgetfulness Enc Forgets all Nonweapons (save) {1 creature} GRA1
188 Past Life Div Know dead's former appearance & last minute {Touch, 1 target} TM2
189 Past Life Visualize the former appearance of a dead ToM
190 Power Word Blind 2 Cha Blinds & stuns a creature if current hp < -120 (no save) DM
191 Power Word Kill 2 Cha Kills a creature if current hp < -90 (no save) DM
192 Power Word Sleep Cnj Thay
193 Power Word Stun 2 Cha Stuns a creature if current hp < -240 (no save) DM
194 Predict Weather Div Thay
195 Preserve Abj,Tim Preserves freshness {1 group} Chro2
196 Prismatic Wall 2 Abj 2 Prismatic colors DM
197 Pro. from Normal Weapons Abj Thay
198 Pro. from Plants Abj Thay
199 Pro. from Poison Abj Thay
200 Pro. from Specific Lycan. Abj Thay
201 Protection from Arrows Abj -10 dmg /missile attack, unless +L/5+1 or better {Touch, 1 creature} PH3
202 Protection from Birds Bird Protect against attack by low level birds and worsen attack roll of higher levels SSouth
203 Protection from Cantrip Cantrip Protect and area or creature from cantrips PH2
204 Protection from Cantrips Abj Immune to 0 level spells (Cantrips or Orisons) {Touch, 1 target} UA1
205 Protection from Charm Abj +L/3 saves vs. charm {Touch, 1 creature} OA1
206 Protection from Paralysis Abj Immune to paralysis, slow, hold {Touch, 1 creature} TM2
207 Protection from Paralysis Paralysis Protect from all form of paralysis ToM
208 Protection from Poison Abj Poison-using creatures must save to attack {Touch, 1 creature} S&M2
209 Pyrotechnics Alt,Ele Blindness within 120' (save); obscures vision PH1
210 Pyrotechnics Smoke arose from exiting fire or sparkles blind others PH2
211 Quimby’s Enchanting Gourment 1hour+1t/lv A special form of unseen servant it cooks for the caster FRA
212 Quimby's Enchaning Gourmet Cnj Specialized Unseen Servant: Cooking/Cleaning {1 group} FRA2
213 Rary's Aptitude Appropriater Div;Alt Know a proficiency the target knows {Touch, 1 creature} GRA1
214 Ray of Enfeeblement Target reduced to strength 5 unless save is made PH2
215 Ray of Enfeeblement (1) Enc Loses 25+2L% Str and physical dmg done {1 creature} PH1
216 Ray of Enfeeblement (2) Enc Str goes to 5, -1 per die physical dmg {1 creature} PH2
217 Ray of Enfeeblement 2 Cha -10 physical stat points (randomly distributed in packets of 5) (save per packet) DM
218 Remove Scent Ill You (or 1 target) has no scent (reduces wandering monsters) DM
219 Resist Elements Abj -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
220 Resist Energy Drain Abj Thay
221 Ride the Wind Alt Carried by wind at 12" (save) {L creatures} TM2
222 Ride the Wind Caster lifted upon the wind, he can control altitude but no direction of flying ToM
223 Rope Trick Alt Creates 30' rope, top is extradimensional space. If the extra-dimensional space is ruptured (due to Anti-Magic or whatever), the contents will be dumped to the Astral plane. The rope that the spell creates is extremely difficult to destroy by physical means. PH1
224 Rope Trick The caster conjures a rope then goes up on it to an extradimensional dwelling where he can stay for a few time PH2
225 Run Alt (Move Rate 36) South
226 Scare Creatures with fewer than 6 HD are terrified, only elves, half-elves and priests get saving throw PH2
227 Scare (1) Enc Fear (save) {1 creature} PH1
228 Scare (3) Nec Fear (save); Creatures > 5 HD are immune {1 group} PH3
229 See Invisibility Div Detect invisible/astral/ethereal 100+10L' {self only} PH3
230 Sense Shifting Alt Sensory affects of your SL 1-3 spells change {self only} TM2
231 Sense Shifting Alter the sensory effect of spells ToM
232 Shatter Crystalline creatures and object suffer damage PH2
233 Shatter (1) Alt Object destroyed (save vs. crushing blow) {1 object} PH1
234 Shatter (2) Alt Object(s) destroyed (save vs. crushing blow) {1 group} PH2
235 Shield 2 Abj AT +8 source DM
236 Skeletal Hands Summons two hand, they can do various tasks including attacking Nec
237 Skyhook An invisible hook hangs in the air, supporting whatever hanging on it Drow
238 Slay II Nec Slay 4 DL's of monsters in one group (max DL=2) (PPD save, aNR to resist) DM 4.0
239 Smoke Shape Alt Can shape smoke into any shape (such as wall) {Touch} OA1
240 Smoky Form Alt Polymorph to cloud of smoke, +2 wpn to hit {Touch, 1 creature} OA1
241 Snilloc’s Snowball Swarm 1d3 hp/level of ice damage or 1d6/level vs. fire dwelling or using creature FRA
242 Snilloc's Cream Pie Evo 1d3 dmg pie (no save) {1 target} FRA2
243 Snilloc's Snowball Swarm Evo Ld3 dmg snow (save:½) {1 group} FRA2
244 Speak with Dead Nec;Div Thay
245 Specific Monster Summoning II Cnj Choose Insect, Reptile, Cloud, or Leech. You summon 9 DL II monsters of that type. DM 4.0
246 Spectral Hand Nec Can use 1 touch at range per round (roll TH+2). The hand can be re-used, but it must return to the caster so he can touch it. The hand does not need to roll to hit. The hand itself can be attacked (AC 0, has 2 hit points per caster level). The spell level limit is removed. PH2
247 Spectral Hand Through this spell you can deliver touch spells to targets yards away PH2
248 Spell Turning 2 Abj Turns the next CL/6 SL's of spells DM
249 Stinking Cloud Evo Nauseated (save) PH1
250 Stinking Cloud Those within the cloud feel nausea and cannot attack unless save is made PH2
251 Stone Feet Cuts the movement of the target in half DS
252 Strength Alt +1d8 Str {Touch, 1 creature} PH1
253 Strength Strengthen creature. More effective on warriors PH2
254 Summon Monster II Cnj 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature} PH3
255 Summon Monster Recall II Cnj Summons 2 DL II monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
256 Summon Swarm Cnj Summons rats,bats,spiders,etc. 1d4+L/3 dmg/r PH2
257 Summon Swarm Damage depends on actions of the victims, at least 1 hp per round PH2
258 Tail Alt Grow an extra tail [lose spell slot while running] DM
259 Tasha’s Uncontrollable Hideous Laughter Various negative effect as victim collapses into gales of laughter PH2
260 Tasha's Hideous Laughter Enc Do nothing (save) {1 creature} PH3
261 Tasha's Uncont. Hideous Laughter Evo -2 Str and Dazed (save) {1 creature} UA1
262 Tenser's Brawl Alt +2 TH; 10% chance to stun per attack (save) {Touch, 1 creature} GRA1
263 Tenser's Hunting Hawk Alt Polymorphs an arrow into a hunting hawk {Touch, 1 object} GRA1
264 Tenser's Transformation 2 Alt +10% of max hp to current hp, -2 TH melee DM
265 Thunderball Evo (1d6+1 dmg ball, save or deaf) South
266 Time Stop 2 Alt Stops time for 1 segment DM
267 Timeslip Tim Disappear for 1r; teleport up to 10 mi at end {self only} Chro2
268 Tumble Enc (Trip) South
269 Ultravision Alt,Ill Ultravision 300' {Touch, 1 creature} UA1
270 Undead Mount Nec Animates a dead horse/mount, can carry 300 lbs. {1 creature} FRA2
271 Undead Mount Duration is 2 hours +1 hour/level. It animates a dead mount whit that the caster can travel. FRA
272 Undetectable Alignment Protect from alignment probing magic PH2
273 Vocalize Alt Can cast spells without Verbal components {Touch, 1 creature} FRA2
274 Vocalize Alt Can cast spells without Verbal components {Touch, 1 creature} UA1
275 Vocalize Can cast spell without verbal components PHBR2
276 Vocalize Can cast spell without verbal components FRA
277 Wacky Ball 2 / Normal / 0 Evo Ld6 dmg normal element (save: 0) {1 group} DM
278 Wacky Ball 2 / Normal / ½ Evo Ld4 dmg normal element (save: ½) {1 group} DM
279 Wacky Ball 2 / Normal / ns Evo Ld2 dmg normal element (no save) {1 group} DM
280 Wacky Ball 2 / Para / 0 Evo Ld4 dmg para element (save: 0) {1 group} DM
281 Wacky Ball 2 / Para / ½ Evo Ld2 dmg para element (save: ½) {1 group} DM
282 Wacky Ball 2 / Para / ns Evo Ld1 dmg para element (no save) {1 group} DM
283 Wacky Ball 2 / Quasi / 0 Evo Ld2 dmg quasi element (save: 0) {1 group} DM
284 Wacky Ball 2 / Quasi / ½ Evo Ld1 dmg quasi element (save: ½) {1 group} DM
285 Wacky Ball 2 / Quasi / ns Evo 1 dmg quasi element (no save) {1 group} DM
286 Wacky Bolt 2 / Normal / 0 Evo Ld8 dmg normal element (save: 0) {1 target} DM
287 Wacky Bolt 2 / Normal / ½ Evo Ld6 dmg normal element (save: ½) {1 target} DM
288 Wacky Bolt 2 / Normal / ns Evo Ld4 dmg normal element (no save) {1 target} DM
289 Wacky Bolt 2 / Para / 0 Evo Ld6 dmg para element (save: 0) {1 target} DM
290 Wacky Bolt 2 / Para / ½ Evo Ld4 dmg para element (save: ½) {1 target} DM
291 Wacky Bolt 2 / Para / ns Evo Ld2 dmg para element (no save) {1 target} DM
292 Wacky Bolt 2 / Quasi / 0 Evo Ld4 dmg quasi element (save: 0) {1 target} DM
293 Wacky Bolt 2 / Quasi / ½ Evo Ld2 dmg quasi element (save: ½) {1 target} DM
294 Wacky Bolt 2 / Quasi / ns Evo Ld1 dmg quasi element (no save) {1 target} DM
295 Wakefulness Enc Cancels a sleep effect; Resist sleep {1 creature} DK2
296 Wakefulness Whit this spell one could postpone sleep for 8 hour DK
297 Wall of Gloom Cnj;Sha -2 TH through wall; Fear (save) S&M2
298 Web Entangle creatures caught in it PH2
299 Web (0) Evo Save & Str check: Miss 1 = Slow; Miss 2 = Held RC0
300 Web (1) Evo Save & Str check: Miss 1 = Slow; Miss 2 = Held {1 group} PH1
301 Whip Evo Whip, 0,1/r to swing: Fear animals; Disarm (save) {1 object} UA1
302 Whispering Wind Alt,Ill Send 12 word message or cause a sound {1 group} UA1
303 Whispering Wind Delivers message to miles away PH2
304 Wind Breath Evo 5L mph wind; Can knock down objects/creatures OA1
305 Wish 2 Meta Wish for a SL=0 to 1 Wizard spell DM
306 Wizard Lock Alt Magically locks door/lock {Touch, 1 group} PH1
307 Wizard Lock Lock a door, but caster can pass it without effect. The lock is permanent PH2
308 Zephyr Evo Gentle breeze; holds back clouds/vapor {1 group} UA1

[S2] Wizard Spells


[S2.3] Level 3 Wizard Spells

# Name School Effect Source New?
1 Air Breathing Underwater creatures can breathe normal air PH2
2 Alacrity TOM2
3 Alacrity Speed up casting of spell ToM
4 Alamir’s Fundamental Breakdown Learns the ingredients of a magical item or chemical mixture ToM
5 Alamir's Fundamental Breakdown TOM2
6 Alley Summoning III Cnj, Wild Summons a DL VI alley monster, under your control, 3% chance per segment of losing control DM
7 Alternate Reality TOM2
8 Anti-Magic Shell 3 Abj Anti-Magic of SL 0 to 2 DM
9 Armor 3 Abj +CL*6 current hp DM
10 Assist Cnj (Aid) Thay
11 Augmentation I TOM2
12 Augmentation I Augments the damage inflicted by spells of level 1-3 ToM
13 Bigby’s Pugnacious Pugilist 1d2+3 Hit as a fighter half the level of caster, 3 hp/level, AC4. GRA1
14 Blacklight Alt Magical darkness; save each round or effected {1 group} FRA2
15 Blacklight Wraps creatures in total darkness FRA
16 Blink Caster phases thus other cannot hit him PH2
17 Blink (2) Alt 0, 1/r: Uncontrolled Blink somewhere within 10' PH2
18 Blink (3) Alt You randomly vanish and reappear for 1 round/level. PH3
19 Blink (DM) Alt 0, 1/r: Blink; The location is not random (caster has control). If you blink away after meleeing with a creature, it gets a parting shot (but it cannot turn around first). DM
20 Bone Club Enc;Nec Acts as a club +1, +4 vs. undead PHBR4
21 Bone Club 1d6+4 or 1d6+1 Caster must be proficient in club. Club cause more damage on undeads PHBR2
22 Bone Dance Controls a bony if it was a puppet Nec
23 Burst Monster III Cnj Summons a DL IV monster, not sick, has only 2S actions, disappears after 1r DM 4.0
24 Chain Lightning 3 Inv Do CL lightning hits for CLd3 dmg, decreases 1 die per hit DM
25 Chant Enc As Priest spell Thay
26 Charm Any III Enc Charm any one monster with 15 HD or less (save), creature with < 3 HD gets no save DM 4.0
27 Charm Undead Enc Thay
28 Charming III Enc Charms up to 3 monsters, gets a new save every hour DM
29 Clairaudience Div Same plane PH2
30 Clairaudience Far hearing PH2
31 Clairaudience/Clairvoyance Div Hear or see at a distance for 1 min./level. PH3
32 Clairvoyance Div Same plane PH2
33 Clairvoyance Farseeing PH2
34 Cone of Cold 3 Inv CLd6+CL cold dmg to a group (save:½) DM
35 Create Item III Cnj Creates an item of <= CL^3 gp value, lasts for 8 turns DM
36 Darkwing Affected creature grows bat wing, and able to fly Drow
37 Death Spell 3 Nec Slay 3d12 HD of creatures (save) DM
38 Delay Death Enc;Nec Can act normally at up to -10 hp PHBR4
39 Delude Alt Conceals alignment PH2
40 Delude Caster shadows his own alignment with that of a creature in his vicinity, it last for PH2
41 Detect Charm Div Thay
42 Detect Innates Alt Detects innate powers DM
43 Detect/Identify Innates Div Detect Innates; 1M, 1/t: Identify Innate Item/Effect DM
44 Dire Charm Enc Target is charmed and berserked (save) {1 creature} FRA2
45 Dire Charm Subject become berserk, and attack everyone FRA
46 Dispel 1 Enc Dispels 1 effect (ER to resist) DM 4.0
47 Dispel Exhaustion 3 Alt Restore 25% of dmg taken, get an Original Haste 3 for 1 round DM
48 Dispel Illusion Abj;Ill Dispels illusions in area PH1
49 Dispel Magic Abj Dispels magic, (10+CL-enemyCL)*5% in area or auto 1 effect PH2
50 Dispel Magic Abj Cancels magical spells & effects. 1d20+CL vs. 11+enemyCL PH3
51 Dispel Magic Dispels magic PH2
52 Dispel Magic 3 Enc Dispel 1 magic effect DM
53 Dispel Silence Abj;Alt Dispels silence {1 group} FRA2
54 Dispel Silence Dispels silencing magic FRA
55 Displacement Ill WR 50% PH3
56 Drawmij's Marvelous Shield Evo;Abj +2 AC; immune force GRA1
57 Elemental Blast III Inv CLd6 dmg to one group (no save, random E=3 element each time) DM 4.0
58 Enslave Person Enc As Charm Person, except the effect cannot be thrown off by being damaged, and there is no daily save check. DM
59 Explosive Runes Alt;Evo 6d4+6 dmg force or fire (save: ½) PH2
60 Explosive Runes Alt;Evo Deals 6d6 damage (force or fire) (save: ½) when read. PH3
61 Explosive Runes Written material can be warded whit this spell, it detonates when unauthorized person reads it (6d4+6 hp). Warded material is destroyed unless protected from magical fire PH2
62 False Face Caster gain the face of an individual Nec
63 Far Reaching I TOM2
64 Far Reaching I Increase the range of spell of 1-2 level by 50% and 3 level by 25% ToM
65 Feeblebody Alt Str and Con are reduced to 1d4 each (Spell save) DM
66 Feeblemind 3 Enc -15 mental stat points (randomly distributed in packets of 5) (save per packet) DM
67 Feign Dead Subject appears dead for 1 hour+1t/level PH2
68 Feign Death Nec People think you're dead PH2
69 Find Traps Div Thay
70 Fire Gate Alt Dimension Door from one fire to another {self only} Thay
71 Fire Shield 3 Abj Anyone who melees with you takes 50% dmg back DM
72 Fireball Evo CLd6 dmg fire (save: ½) in area PH2&3
73 Fireball Ball of flame explodes causing 1d6/level hp of fire damage PH2
74 Fireball 3 Inv CLd6 fire dmg to a group (save:½) DM
75 Fireflow TOM2
76 Flame Arrow Cnj +1 fire dmg to 2*CL arrows; or throw CL/5 missiles for 5d6 PH2&3
77 Flame Arrow Either enchant normal bolt or conjure fiery arrow which cause 1d6 piercing and 4d6 fire damage PH2
78 Fly Alt Fly at 18" PH2&3
79 Fly One can fly with it PH2
80 Fool's Speech TOM2
81 Foothold Alt South
82 Forward Haste III Alt +4C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
83 Gaseous Form Alt Subject becomes insubstantial and can fly slowly. PH3
84 Gentle Repose Nec Preserves one corpse. PH3
85 Ghost Armor Cnj;Abj AT +7 source {Touch, 1 creature} FRA2
86 Ghost Armor AC3 FRA
87 Globe of Invulnerability 3 Abj Immune to spells with SL=0 to 2 DM
88 Greater Magic Weapon Alt +1/three levels (max +5). PH3
89 Gust of Wind Alt Blows away or knocks down smaller creatures. PH2&3
90 Gust of Wind Causes wind to blow from caster direction with 30 mile per hour speed PH2
91 Halt Undead Nec Immobilizes undead for 1 round/level. PH3
92 Hand of Darkness Light Protects drows from light sources Drow
93 Haste Alt +1P, +1V to one group PH2
94 Haste Alt +1S, +4 AC to one target PH3
95 Haste Doubles movement, speed and attacks, do not speed up casting, ages subject one year PH2
96 Hold Person Enc Holds up to 4 people PH2&3
97 Hold Person 1d4 person Paralyses targets PH2
98 Hold Undead Nec Holds up to 3 undead PH2
99 Hold Undead Paralyses undead creatures, 1d3 undead are affected, their total HD cannot exceed caster level PH2
100 Hold Vapor Abj Stops movement of cloud or vapor {1 group} FRA2
101 Hold Vapor Hold gases and vapor preventing them to move or spread. Caster have to concentrate on the spell FRA
102 Hovering Skull Nec Wizard Eye; can attack (hp 3; bite for 1d6) PHBR4
103 Hovering Skull It can move 10m away from the caster. Wizard can see through it or attack with it. PHBR2
104 Icelance Alt 1 att at +4 TH: 5d6 dmg ice + stun 1d4 r (save) {1 object} FRA2
105 Icelance 5d6 Attack with +4 FRA
106 Illusionary Script Ill Only one person can read it PH2
107 Illusionary Script Only intended creatures can read the message PH2
108 Illusory Script Ill Only intended reader can decipher. PH3
109 Immediate Monster Summoning III Cnj, Chrono Summons a DL I monster without summoning sickness DM
110 Infravision Alt Target gains infravision PH2
111 Infravision Subject can see in darkness up to 60’ by detecting the heat of the surrounding PH2
112 Invisibility 15’ Radius Causes anyone in area of effect to become invisible PH2
113 Invisibility Sphere Ill Makes everyone within 10 ft. invisible. PH3
114 Invisibility, 10' Radius Ill Makes everyone within 10 ft. invisible. PH2
115 Invisible Mail Evo;Abj AT 7 source; +CL temporary hp PHBR4
116 Invisible Mail AC3 until it absorbed 1hp/level of caster PHBR2
117 Iron Mind Abj Immune charm; Immune hold; Immune illusion of SL <=3 PHBR4
118 Iron Mind Illusions Affected creature is immune to all charm and hold spell as well as any illusion of 3rd level or lower PHBR2
119 Item Alt Makes one object 1/12 normal size PH2
120 Item Shrink an object to 1/12 of its original size PH2
121 Keen Edge Alt Doubles normal weapon's threat range. PH3
122 Laeral's Dancing Dweomer Ill Confuses Detect Magic effects {1 group} FRA2
123 Leomund’s Tiny Hut 4h + 1h/lv It can hold up to 7 being. The temperature is normal, protects from elements, outsiders cannot be peer into it. Do not stops missiles or magic PH2
124 Leomund's Tiny Hut Alt Creates shelter for 10 creatures. PH3
125 Lightning Bolt Evo Electricity deals 1d6 damage/level. PH2&3
126 Lightning Bolt Bolt of electricity causing 1d6 hp/level of damage PH2
127 Lightning Bolt 3 Inv CLd6 lightning dmg to a group (save:½) DM
128 Lorloveim’s Creeping Shadow Elongate caster shadow. Through the shadow caster can hear, see and speak. ToM
129 Lorloveim's Creeping Shadow TOM2
130 Magic Circle against C/E/G/L Abj As protection spells, but 10-ft. radius and 10 min./level. PH3
131 Magic Missile 3 Inv (CL+1)*3/2 missiles, each does 1d4+1 force dmg (no save) DM
132 Major Image Ill As silent image, plus sound, smell and thermal effects. PH3
133 Maximilian’s Stony Grasp Stony arm reach for the target and grasp him penalizing him in fight ToM
134 Maximilian's Stony Grasp TOM2
135 Melf’s Minute Meteor Long lasting spell conjuring many magical stones, can be aimed at multiple target, causes 1d4 point of damage per meteors, has to be thrown PH2
136 Melf's Minute Meteors Evo CLd4 dmg earth to one target (no save) PH2
137 Minor Malison TOM2
138 Minor Malison Worsen one’s saving throws ToM
139 Monster Summoning 3 Cnj Summon a DL=1 monster DM
140 Monster Summoning I Cnj Summons 2d4 DL 1 monsters PH2
141 Monster Summoning I Summons 2d4 1st-level monsters PH2
142 Monster Swarm Summoning III Cnj Summons CL*3.5 (round down) DL II monsters DM
143 Mummy Touch Nec Mummy rot (caster is immune to Mummy rot) {Touch, 1+ creatures} FRA2
144 Mummy Touch Touch Firs it protect from mummy touch then the caster himself can cause mummy rot it touched individuals FRA
145 Nchaser’s Glowing Globe Permanent Alterable lamination from a continual light globe FRA
146 Nchaser's Glowing Globe Alt Continual Light; can be moved & dimmed {Touch, 1 group} FRA2
147 Nightscar Ill Invisible mark (can be seen w/ Nightscar spell) {1 target} FRA2
148 Nightscar Places a mark on a creature up to seven individuals and the caster can see it FRA
149 Nondetection Abj Hides subject from divination, scrying. PH2&3
150 Non-Detection Protect from detection for 1 hour/level PH2
151 Nystul's Golden Revelation Alt;Div Detect hidden, concealed, invisible, out-of-phase, ethereal GRA1
152 Nystul's Radiant Baton Evo Create weapon base dmg 2d4+CL+1, Final Word GRA1
153 Original Haste 3 Alt x2 # Attacks, x2 move rate DM
154 Otiluke's Acid Cloud Evo 4d4 dmg acid (no save) area; +1d4 dmg /round in area GRA1
155 Otto's Crystal Rhythms Enc Target cannot use hands (save) GRA1
156 Pain Touch Div Target is -2 TH, -2 AC (no save) PHBR4
157 Pain Touch Touch Worsen combat ability PHBR2
158 Paralyzation Ill Paralyzation (area) (save) (max HD = 2*CL) PH1
159 Paralyze Nec Paralysis 2d4 r (save) {Touch, 1+ creatures} FRA2
160 Paralyze Touch Paralyses touched beings FRA
161 Phantom Steed Cnj Magical horse appears for 1 hour/level. PH2&3
162 Phantom Steed Conjures mount which gains abilities by level of caster PH2
163 Power Word Blind 3 Cha Blinds & stuns a creature if current hp < -80 (no save) DM
164 Power Word Kill 3 Cha Kills a creature if current hp < -60 (no save) DM
165 Power Word Stun 3 Cha Stuns a creature if current hp < -160 (no save) DM
166 Prismatic Sphere 3 Abj 1 Prismatic color DM
167 Prismatic Wall 3 Abj 3 Prismatic colors or 1 MultiPrismatic colors (may repeat colors in either mode) DM
168 Pro. from All Lycanthropes Abj Thay
169 Pro. from Electricity Abj Thay
170 Pro. from Illusions Abj Thay
171 Pro. from Magic Weapons Abj Thay
172 Pro. from Paralyzation Abj Thay
173 Pro. from Specific Undead Abj Thay
174 Pro. from Telekinesis Abj South
175 Pro. from Water Abj Thay
176 Proof from Teleportation Abj Cannot teleport/gate/dim door into or out of area {1 group} FRA2
177 Proof from Teleportation 2 hours/level Inside warded area teleportation is impossible FRA
178 Protection from Elements Abj Absorb 12 damage/level from one kind of energy. PH3
179 Protection from Evil 10’ Radius Evil Like the protection from Evil spell PH2
180 Protection From Evil, 10' Radius Abj Duration 2*CL minutes PH2
181 Protection from Good 10’ Radius Good Like the protection from Good spell PH2
182 Protection From Normal Missiles Abj Duration CL turns PH2
183 Protection from Normal Missiles Bestows invulnerability to normal hurled or projected missiles, and reduce damage from magical missile attack (not the spell) by 1 per die PH2
184 Psionic Resistance Abj PsiR 40+CL*5% [duration 3 hours] DM
185 Put Out of Misery Nec Target being at negative hp that would die if unattended is slain (no save) DM
186 Ray of Enfeeblement 3 Cha -15 physical stat points (randomly distributed in packets of 5) (save per packet) DM
187 Redirection (medium) Ill (1M to cast, duration 1t) ½0, you have a summon: A monster selecting you selects your summon instead DM 4.0
188 Revenance Nec Immune to turning for one turn attempt {Touch, L creatures} FRA2
189 Revenance Temporary boost the undead willpower making it ignore one attempt to turn or destroy it FRA
190 Scintillating Sphere Electrical damage: 1d6 hp/level SSouth
191 Secret Page Alt Changes one page to hide its real content. PH2&3
192 Secret Page Alters the content of one page PH2
193 Sepia Snake Sigil Cnj Creates text symbol that immobilizes reader. PH2&3
194 Sepia Snake Sigil Written material can be warded by this spell. Unauthorized readers engulfed and rendered immobile by magical force PH2
195 Shield 3 Abj AT +12 source DM
196 Shrink Item Alt Object shrinks to one-twelfth size. PH3
197 Skull Watch Nec Alarm that shrieks (can be heard ¼ mile away) {Touch, 1 group} FRA2
198 Skull Watch 1t+1t/level Whenever someone pass in the front of the skull it emits a shriek, the wizard become aware of the intrusion FRA
199 Skullcap Abj +CL Will saves; +CL*2 Personality/Ego score DM
200 Skulltrap If touched by living vreatures or if the skull is damaged it explodes. Nec
201 Slay III Nec Slay 9 DL's of monsters in one group (max DL=3) (PPD save, aNR to resist) DM 4.0
202 Sleet Storm Cnj Hampers vision and movement. PH3
203 Slow Alt x1/2 move rate, x1/2 #att, -4 AC, -4 TH, lose Dex mods PH2
204 Slow Alt CL subjects can use only 1S/segment, -2 AC, -2 melee rolls. PH3
205 Slow 1/level Slow down creatures, half the normal attack can only be made PH2
206 Snapping Teeth Cnj;Alt Automatically attacks each round for 1d4 dmg PHBR4
207 Snapping Teeth The subject control a mouthful of teeth and can attack with them causing 1d4 hp of damage PHBR2
208 Speak with Dead Div;Nec Thay
209 Specific Monster Summoning III Cnj Choose Humanoid, Water, Hound, or Psionic. You summon 8 DL III monsters of that type. DM 4.0
210 Spectral Force Ill Illusion PH2
211 Spectral Force Illusion containing visual, thermal, olfactory and sound components PH2
212 Spell Turning 3 Abj Turns the next CL/5 SL's of spells DM
213 Spellshaping I Meta Move a spell effect on target to yourself (they get save) DM
214 Sphere of Composition Evo CLd8 dmg, picks normal/para/quasi most vuln to, 50' sphere DM
215 Spirit Armor TOM2
216 Spirit Armor AC4, +3 on saves, ToM
217 Sporacle Orb (medium) Ill One target: 1 random medium [C] section effect (save) [or] two targets get low DM 4.0
218 Squaring the Circle TOM2
219 Squaring the Circle Alter the shape of spells of level 1-5 ToM
220 Steal Breath Nec Target living creature loses 50% hp (save to lose 10% hp) DM
221 Steam Breath OA1
222 Stinking Cloud Cnj Nauseating vapors, 1 round/level. PH3
223 Suggestion Enc Compels subject to follow stated course of action. PH2&3
224 Suggestion The caster suggest a course of action to be taken to the subject PH2
225 Summon Monster III Cnj Calls outsider (DL 3) to fight for you. PH3
226 Summon Monster Recall III Cnj Summons 2 DL III monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
227 Tangetongue Confuses verbal communication PH2
228 Target Alt (all others get +2/+2 TH/dmg vs. target) South
229 Tenser's Deadly Strike Alt Do maximum damage with weapons (still need to hit) GRA1
230 Tenser's Eye of the Eagle Alt;Div Sight range doubled; +2 TH with missile weapons GRA1
231 Tenser's Transformation 3 Alt +25% of max hp to current hp, -1 TH melee DM
232 Third Arm Growth Alt Grow an extra arm or leg [lose spell slot while running] DM
233 Time Stop 3 Alt Stops time for 1d2 segments DM
234 Tongues Alt;Div Speak any language. PH2&3
235 Tongues Subject can speak an additional language for a few rounds PH2
236 Treasure Finding Div Potion of Treasure Finding effect DM 4.0
237 Vampiric Touch Nec Touch deals 1d6/two caster levels; caster gains dmg as hp. PH2&3
238 Vampiric Touch Touch 1d6 hp /2 level transferred to the caster from the touched being PH2
239 Venomdust FOR1
240 Wacky Ball 3 / Normal / ½ Evo Area CLd6 dmg normal element (save: ½) DM
241 Ward Against Undead Abj;Nec Undead must save to enter area {1 group} FRA2
242 Ward against Undead 1r+1r/level Undead cannot enter warded area FRA
243 Water Breathing Alt Subjects can breathe underwater. PH2&3
244 Water Breathing One can breathe underwater PH2
245 Watery Double TOM2
246 Waves of Weariness Enc Unconscious (save) {1 creature} FRA2
247 Waves of Weariness Cause dizziness and exhaustion, the effect last for only one round FRA
248 Wind Wall Alt Deflects arrows, smaller creatures, and gases. PH2&3
249 Wind Wall 10’ wide*5’ high/level Stop small insect and birds, gases, breath weapon. Hinder missile fire PH2
250 Wish 3 Meta Wish for a SL=0 to 2 Wizard spell DM
251 Witchweed Evo (area: cannot vocalize spells, 2 dmg/r) South
252 Wizard Sight TOM2
253 Wizard Sight Caster's sense if someone is a spellcaster and can determine if he/she is a priest or a wizard. Caster can detect magic in objects ToM
254 Wraithform Alt;Ill Target becomes ethereal; need +1 weapon to hit PH2
255 Wraithform Caster become insubstantial, he cannot be harmed normally, nor he can attack or cast spells PH2

[S2] Wizard Spells


[S2.4] Level 4 Wizard Spells

# Name School Effect Source New?
1 Acid Bolt Acid splash, only the target suffer damage on successive rounds Drow
2 Alley Summoning IV Cnj, Wild Summons a DL VIII alley monster, under your control, 4% chance per segment of losing control DM
3 Anti-Magic Shell 4 Abj Anti-Magic of SL 0 to 3 DM
4 Arcane Eye Div Invisible floating eye moves 30 ft./round.) PH3
5 Armor 4 Abj +CL*8 current hp DM
6 Backlash Victims affected by his miscasted spell once Drow
7 Beltyn’s Burning Blood Open wounds burst into flames causing 3d4 hp/round of damage FRA
8 Beltyn's Burning Blood FRA2
9 Bestow Curse Alt -6 to an ability; -4 TH/saves/checks; or 50% lose each action PH3
10 Bestow Curse Lower combat ability of a single target PH2
11 Bigby’s Battering Gauntlet Special A battering ram, it can destroy doors. GRA1
12 Bigby’s Construction Crew Summons hands. They can preform carpentry work. GRA1
13 Bigby’s Force Sculpture A shapeable plane of force. Caster can create a frigid, non complicated item. GRA1
14 Brainkill Target forgets specified things Nec
15 Burst Monster IV Cnj Summons a DL V monster, not sick, has only 2S actions, disappears after 1r DM 4.0
16 Chain Lightning 4 Inv Do CL lightning hits for CLd4 dmg, decreases 1 die per hit DM
17 Charm Any IV Enc Charm any one monster with 24 HD or less (save), creature with < 4 HD gets no save DM 4.0
18 Charm Monster Enc Makes monster believe it is your ally. PH2&3
19 Charm Monster Like the charm person but affect monsters PH2
20 Claigarde’s Claw or 1d4 hp/round which delivered by some claw FRA
21 Cone of Cold 4 Inv CLd8+CL cold dmg to a group (save:½) DM
22 Confusion Enc Makes subject behave oddly for 1 round/level. PH2&3
23 Confusion Confuses targets, who can wander away, attack friend or do nothing PH2
24 Contagion Nec Infects subject with chosen disease. PH2&3
25 Contagion Cause Disease in a creature PH2
26 Death Spell 4 Nec Slay 4d12 HD of creatures (save) DM
27 Detect Scrying Div Alerts you of magical eavesdropping. PH2&3
28 Detect Scrying Caster become aware if someone scry on him PH2
29 Dig Evo; Alt Moves earth PH2
30 Dig Caster can dig 125 cubic feet per round PH2
31 Dilation I TOM2
32 Dilation I Increase area of effect of spells of level 1-3 by 25% ToM
33 Dimension Door Alt Teleports you and up to 500 lb. PH2&3
34 Dimension Door Caster can teleport to 30m distance per level PH2
35 Dimension Door (DM) Does cause summoning sickness. You can look through the door, but cannot accurately target weapons through it. Spells cannot be cast through the door. Unwilling creatures are allowed a save to avoid the effect. If two dimension doors intersect, they will disappear, and the two ends of the effects that aren't intersecting become one "long distance" dimension door. It is possible to create a (higher level) version of the spell where one or both ends of the spell can move. DM
36 Dimensional Anchor Abj Bars extradimensional movement. PH3
37 Dispel 2 Enc Dispels 2 effects (ER to resist) DM 4.0
38 Dispel Exhaustion Ill Up to 4 people: Recover 50% lost hp and Haste. Yes, since this is an Illusion, one of the targets CAN disbelieve the effect and it turns off. This is usually not a good idea. PH1
39 Dispel Exhaustion 4 Alt Restore 50% of dmg taken, get an Original Haste 4 for 1 round DM
40 Dispel Magic 4 Enc Dispel 2 magic effects DM
41 Dispel Psionics Abj Dispels Psionics DM
42 Divination Enhancement TOM2
43 Divination Enhancement Increase the duration and range of divination spells by 50%, spells must be of 1-4 level ToM
44 Drawmij's Instant Exit Alt; Cnj Teleports to a random location in 250'; no delay in effect GRA1
45 Duplicate Cnj Duplicates a non-special item (maintained effect) PHBR4
46 Duplicate Create an exact copy of any single item. PHBR2
47 Elemental Blast IV Inv CLd8 dmg to one group (no save, random E=4 element each time) DM 4.0
48 Emotion Enc Arouses strong emotion in subject. PH2&3
49 Emotion Confers various emotional states to subject PH2
50 Empathic Wound Transfer Transfer damage from a creature to the caster Nec
51 Enchanted Weapon Enc Weapon gets +1/+1 PH2
52 Enchanted Weapon Enchant a weapon PH2
53 Encrypt Make message unreadable to anyone save the caster and individuals named by him FRA
54 Enervation Nec Subject gains CL/4 negative levels. PH2
55 Enervation Nec Subject gains 1d4 negative levels. PH3
56 Enervation Cause energy drain for a few hour PH2
57 Evard’s Black Tentacles Tentacles appear in area of effect and attack anyone, those hit by them are trapped and suffer 3d4 hp/round PH2
58 Evard's Black Tentacles Cnj 1d4 +1/level tentacles grapple randomly within 15 ft. PH2&3
59 Extension I Alt +50% duration on a spell PH2
60 Extension I Prolongs the duration of spells of 1-3 level by 50% PH2
61 Far Reaching II TOM2
62 Far Reaching II Increase the range of spells of 1-2 level by doubling it, and 3 level by 50%, 4 level by 25% ToM
63 Fear Enc Subjects within cone flee for 1 round/level. PH2&3
64 Fear Fear stricken victims flee PH2
65 Feeblemind 4 Enc -20 mental stat points (randomly distributed in packets of 5) (save per packet) DM
66 Fire Aura Abj Immune Fire; anyone touching you takes 2d4 fire dmg PHBR4
67 Fire Aura Fire Besides protection from fire it also damages individuals, who touches the caster for 2d4 hp, and 1d6 for the following 2d4 rounds PHBR2
68 Fire Charm Enc Use a fire to charm a group of monsters PH2
69 Fire Charm Gazers of the enchanted fire are subject to a suggestion PH2
70 Fire Gate FRA2
71 Fire Gate Transportation between large fires, up to 50 m/level away FRA
72 Fire Shield Evo; Alt Creatures attacking you take fire damage; resist heat or cold. PH2&3
73 Fire Shield It protect from either cold or fire, attacking creature suffer double damage from fire or cold, caster suffer damage from the opposite attack PH2
74 Fire Shield 4 Abj Anyone who melees with you takes 75% dmg back DM
75 Fire Trap Evo; Abj Opened object deals 1d4 +1/level damage. PH2&3
76 Fire Trap Permanent Closeable items can be trapped. Offending individuals suffer 1d4+1/lv hp of damage. Warded item not affected by explosion PH2
77 Fireball 4 Inv CLd8 fire dmg to a group (save:½) DM
78 Forward Haste IV Alt +5C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
79 Fumble Enc Drop held items PH2
80 Fumble Victims become clumsy and awkward PH2
81 Globe of Invulnerability 4 Abj Immune to spells with SL=0 to 3 DM
82 Greater Malison TOM2
83 Greater Malison Worsens one’s saving throws ToM
84 Hallucinatory Terrain Ill Makes one type of terrain appear like another PH2&3
85 Hallucinatory Terrain Replaces exiting terrain with something else PH2
86 Halo of Eyes Abj; Cnj All-around sight; Infravision PHBR4
87 Halo of Eyes An eyeball sits atop caster head. It can see in every direction and has an infravision up to 60 yard. The wizard cannot be surprised, attacked from behind with bonuses etc. PHBR2
88 Ice Storm Evo Hail deals 5d6 damage in cylinder 40 ft. across. PH2&3
89 Ice Storm 3d10 point of ice damage PH2
90 Illusionary Wall Ill Makes a wall that looks like whatever you want PH2
91 Illusionary Wall Permanent 1’ * 10’ *10’ Illusion of a wall PH2
92 Illusory Wall Ill Wall, floor, or ceiling looks real, but anything can pass through PH3
93 Ilyykur’s Mantle +3 saving throw bonuses vs. charm magic, +1 for all other, and halve any damage from electrical attack FRA
94 Immediate Monster Summoning IV Cnj, Chrono Summons a DL II monster without summoning sickness DM
95 Improved Invisibility Ill As invisibility, but subject can attack and stay invisible. PH2&3
96 Improved Invisibility Invisibility but subject can attack and the spell will not broke. PH2
97 Innate Resistance Abj InnR 30+CL*5% [duration 4 hours] DM
98 Leomund’s Secure Shelter 1d4+1 hour + 1 hour/level Conjure a cottage. It withstands winds, but has no cooling or heating apparatus. Resist fire, as it was stone. The doors and windows are wizard locked, the entrance points are alarmed. An unseen servant is conjured with the cottage. PH2
99 Leomund's Secure Shelter Alt; Enc Creates sturdy cottage. PH2&3
100 Lesser Geas Enc Commands subject of 7 HD or less. PH3
101 Lightning Bolt 4 Inv CLd8 lightning dmg to a group (save:½) DM
102 Locate Creature TOM2
103 Locate Creature Div Indicates direction to familiar creature. PH3
104 Locate Creature Like the locate object but caster can find living creatures ToM
105 Magic Mirror Enc; Div Acts as a crystal ball PH2
106 Magic Mirror Like a crystal ball PH2
107 Magic Missile 4 Inv (CL+1)*2 missiles, each does 1d4+1 force dmg (no save) DM
108 Mask of Death TOM2
109 Mask of Death A dead body appears to be someone else. ToM
110 Massmorph Alt Group of monsters appear to be trees PH2
111 Massmorph Subject appears to be trees, up 10 times the caster level can appear to be so. PH2
112 Minor Creation Cnj Creates one cloth or wood object. PH2&3
113 Minor Creation Create an object from material from the plane of Shadow, so it's nearly an illusion, but the item functions normally. PH2
114 Minor Globe of Invulnerability Abj Stops 1st- through 3rd-level spell effects. PH2&3
115 Minor Globe of Invulnerability Immovable barrier that protect from 1-3 level spells PH2
116 Minor Spell Turning TOM2
117 Minor Spell Turning A lesser version of the spell turning spell ToM
118 Missile Mastery FRA2
119 Missile Mastery Caster can alter the flight of missiles stopping them or hurling them back FRA
120 Monster Summoning 4 Cnj Summon a DL=2 monster DM
121 Monster Summoning II Cnj Summons a DL II monster (maintained effect) PH2
122 Monster Summoning II Summons 1d6 2nd level monsters PH2
123 Monster Swarm Summoning IV Cnj Summons CL*3 DL III monsters DM
124 Mordenkainen’s Celerity Adds 25% to duration of any spell of 1-3 level which affects movement ToM
125 Mordenkainen's Celerity TOM2
126 Mordenkainen's Electric Arc Evo Generate CL/3 lightning bolts; each does 1d6+CL dmg GRA1
127 Nystul's Blacklight Burst Evo CLd4 dmg negative and slowed (area) (save:½ & ignore slow) GRA1
128 Nystul's Lightburst Evo Blindness (area) (no save) GRA1
129 Original Haste 4 Alt x5/2 # Attacks, x5/2 move rate DM
130 Original Stoneskin 4 Abj Block the next 1 P action of attacks DM
131 Otiluke’s Dispelling Screen 1r/level Anyone passing through it subject to a dispel magic PHBR2
132 Otiluke’s Resilient Sphere A globe of force can contain an individual. Nothing can pass in or out. PH2
133 Otiluke's Dispelling Screen Evo; Abj Wall of Dispel Magic (normal chance of success) PHBR4
134 Otiluke's Resilient Sphere Evo; Alt Force globe protects but traps one subject. PH2&3
135 Otiluke's Steaming Sphere Evo 4d4 dmg steam (area) (no save), lasts for 3 rounds GRA1
136 Otto's Drums of Despair Enc -2 TH/dmg/saves (area) GRA1
137 Otto's Tonal Attack Enc Can't cast spells (save to be at -2 CL instead) GRA1
138 Phantasmal Killer Ill Fearsome illusion kills subject or deals 3d6 damage. PH2&3
139 Phantasmal Killer Illusionary monster fight the target PH2
140 Phase Trap FRA2
141 Phase Trap Deprives a creature to exist in two plane, and lock it into the Prime Material Plane FRA
142 Plague Create an illusion of a plague, it even spreads! FRA
143 Plant Growth Alt Doubles plants PH2
144 Plant Growth Causes the vegetation to thicken PH2
145 Polymorph Other Alt Gives one subject a new form. PH2&3
146 Polymorph Other Polymorph someone other to something else PH2
147 Polymorph Self Alt You assume a new form (no innate abilities) PH2&3
148 Polymorph Self Polymorph the caster to an other creature PH2
149 Power Word Blind 4 Cha Blinds & stuns a creature if current hp < -40 (no save) DM
150 Power Word Kill 4 Cha Kills a creature if current hp < -30 (no save) DM
151 Power Word Stun 4 Cha Stuns a creature if current hp < -80 (no save) DM
152 Prismatic Sphere 4 Abj 2 Prismatic colors DM
153 Prismatic Wall 4 Abj 4 Prismatic colors or 2 MultiPrismatic colors (may repeat colors in either mode) DM
154 Psionic Dampener Disrupt the psionic activities of one individual DS
155 Rainbow Pattern Ill Lights prevent 24 HD from attacking or moving away. PH2&3
156 Rainbow Pattern Movable version of the Hypnotic Pattern PH2
157 Ramael’s Cyclical Light Permanent Continual light that responds to the outer light by darkening in daylight and brightening in darkness. SSouth
158 Rary’s Mnemonic Enhancer Either you memorize 3 spell level of spell upon casting this or retain memory of an another which was cast in the previous round PH2
159 Rary's Mnemonic Enhancer Alt Add 3 spell levels (any combination) to memorization PH2&3
160 Ray of Enfeeblement 4 Cha -20 physical stat points (randomly distributed in packets of 5) (save per packet) DM
161 Raze Turns vegetation to lifeless ash DS
162 Remove Curse Abj Frees object or person from curse. PH2&3
163 Remove Curse Remove curses. PH2
164 Scrying Div Spies on subject from a distance. PH3
165 Shadow Conjuration Ill Duplicate any 0th-3rd SL Conjuration spell PH3
166 Shadow Monster Illusionary monsters, 1HD/level can be divided, 20% PH2
167 Shadow Monsters Ill Summon a DL V monster (maintained), but it's only 20% real PH2
168 Sharp Alt Target is Sharped (loses a limb at random) (PP save) DM
169 Shield 4 Abj AT +16 source DM
170 Shout Evo Deafens all within cone and deals 2d6 damage. PH2&3
171 Shout Cause 2d6 point of damage plus deafens anyone for 2d6 rounds PH2
172 Slay IV Nec Slay 16 DL's of monsters in one group (max DL=4) (PPD save, aNR to resist) DM 4.0
173 Solid Fog Alt Blocks vision and slows movement. PH2&3
174 Solid Fog Creates a billowing mass of misty vapors, hinders sight and movement PH2
175 Specific Monster Summoning IV Cnj Choose Lycanthrope, Ooze, Space, or Wurm. You summon 7 DL IV monsters of that type. DM 4.0
176 Spectral Wing Misty flying steed which can transport others FRA
177 Spell Turning 4 Abj Turns the next CL/4 SL's of spells DM
178 Spendelard’s Chaser Negate the effect of drugs, alcohol, it also grants a second saving throw against poison FRA
179 Spider Strand A very strong spider strand holds the creature. It can be attached to anything. Like spider man’s single shoot. DK
180 Spider Strands DK2
181 Stoneskin It blocks 1d4 plus one attack per two level of caster PH2
182 Stoneskin (1) Alt 1 Stoneskin that stops any 1 attack sequence (1P of actions). There is no leak damage. UA1
183 Stoneskin (2) Alt 4+CL/2 stoneskins; they "leak": Each hit on a Stoneskin "leaks" damage equal to the magical plusses of the weapon used (or HD/4 if the attacker is a creature). A miss knocks off a Stoneskin, but causes no leak damage. Special damaging effects (fireball, etc.) knock off 1 stoneskin per packet of damage (so a magic missile spell knocks off 1 stoneskin per missile).
Optional House Rule: A natural "1" doesn't knock off a stoneskin; a natural "20" knocks off a stoneskin and causes full damage.
PH2
184 Stoneskin (3) Abj Stops blows: DR 10/+5 [max 10*CL dmg absorbed] PH3
185 Stop Affected creature cannot move away, he can move his limb freely Drow
186 Summon Lycanthrope TOM2
187 Summon Lycantrope Summons lycantrope but gives no control over the creature ToM
188 Summon Monster IV Cnj Summons a DL IV monster (duration 1t) PH3
189 Summon Monster Recall IV Cnj Summons 2 DL IV monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
190 Summon Spirit Summon a spirit for questioning Nec
191 Tenser's Transformation 4 Alt +50% of max hp to current hp DM
192 There/Not There TOM2
193 Thunder Staff TOM2
194 Thunder Staff Inst. Stuns Stuns or deafen creatures ToM
195 Thunderlance FRA2
196 Thunderlance until hit 4d6 Ignore armor. The lance can breach minor abjuration magic FRA
197 Time Stop 4 Alt Stops time for 1d5 segments DM
198 Transmute Sand to Stone Transmutes sand to stone DS
199 Transmute Stone to Sand Transmutes stone to sand DS
200 Turn Pebble to Boulder TOM2
201 Turn Pebble to Boulder A pebble turn into a boulder that causes 3d6+8 points of damage. For every 3 level above 7 the caster can enchant another pebble ToM
202 Unluck TOM2
203 Vacancy Alt; Ill Makes an area appear vacant PH2
204 Vacancy 1hour/level Warded area appears vacant, unused. PH2
205 Wacky Ball 4 / Normal / ½ Evo Ld8 dmg normal element (area) (save: ½) DM
206 Wacky Bolt 4 / Normal / ½ Evo Ld10 dmg normal element (one target) (save: ½) DM
207 Wall of Fire Evo Passing through wall deals 2d6+CL dmg fire PH2&3
208 Wall of Fire 20’ sq./level sheet Damage individual near or passing through it. PH2
209 Wall of Ice Evo Passing through wall deals 2*CL or 3d10 dmg ice PH2&3
210 Wall of Ice 1t/level plane, sheet or hemisphere Slippery plane, damaging sheet or defending hemisphere. PH2
211 Wall of Sand FRA2
212 Wall of Sand 1r/level 1’/lv thick 12’ high and 4’/lv long Hinder movement, casting, sight, combat etc. FRA
213 Watchware Ward a nonliving object. Whenever it is disturbed or moved the wizard will know it FRA
214 Weaken Webs Recipient can move freely through webs. DK
215 Wind Breath Evo Gust of Wind: (1d4)d6 dmg to ground; (4+1d6)d6 dmg to flying PHBR4
216 Wind Breath Causes a great force of wind to blow from the caster mouth. It can render boats useless, force flying creatures to land, blow away smoke and other things PHBR2
217 Wish 4 Meta Wish for a SL=0 to 3 Wizard spell DM
218 Wizard Eye Div; Alt Invisible eye, can see through, moves at 3" rate PH2
219 Wizard Eye Wizard can move this magical eyeball 30’ per round or 10’ per round if examining. PH2

[S2] Wizard Spells


[S2.5] Level 5 Wizard Spells

# Name School Effect Source New?
1 Advanced Illusion PH2
2 Advanced Illusion Olfactory, visual, thermal and sound components. Follow a programmed pattern, no need for concentration PH2
3 Airy Water PH2
4 Airy Water Liquid become less dense thus breathable PH2
5 Alley Summoning V Cnj, Wild Summons a DL X alley monster, under your control, 5% chance per segment of losing control DM
6 Animal Growth PH2
7 Animal Growth One animal/two levels doubles in size, HD. PH3
8 Animal Growth Doubles HD of creature PH2
9 Animate Dead PH2
10 Animate Dead Creates undead skeletons and zombies. PH3
11 Animate Undead Animates skeletons or zombies PH2
12 Anti-Magic Shell 5 Abj Anti-Magic of SL 0 to 4 DM
13 Anti-Radioactive Shell DM (new)
14 Armor 5 Abj +CL*10 current hp DM
15 Attraction Permanent Individuals drawn to the object PH2
16 Avoidance PH2
17 Avoidance Permanent None can come closer than a foot to the object PH2
18 Bigby’s Fantastic Fencer 1d8 Summons a few long sword wielding hand. They attack as a fighter half the level as the caster. GRA1
19 Bigby’s Interposing Hand The hand provides cover from a selected opponent PH2
20 Bigby’s Strangling Grip It functions as a garrote, killing one creature. GRA1
21 Bigby’s Superior Force Sculpture Created object can be more complex. GRA1
22 Bigby's Fantastic Fencers GRA1
23 Bigby's Interposing Hand PH2
24 Bigby's Interposing Hand Hand provides 90% cover against one opponent. PH3
25 Bigby's Strangling Grip GRA1
26 Bind Undead Hamper corporeal undeads, slow noncorporeal undeads Nec
27 Bone Blight Target bones embittered, it will kill the target in some time Nec
28 Bowgentle’s Fleeting Journey Teleports to a location and after a round teleports back FRA
29 Burst Monster V Cnj Summons a DL VI monster, not sick, has only 3S actions, disappears after 1r DM 4.0
30 Chain Lightning 5 Inv Do CL lightning hits for CLd5 dmg, decreases 1 die per hit DM
31 Chaos PH2
32 Chaos Only fighters, enchanters and low intelligent monsters can save against this form of confusion PH2
33 Charm Any V Enc Charm any one monster with 35 HD or less (save), creature with < 5 HD gets no save DM 4.0
34 Cloudkill PH2
35 Cloudkill Kills 3 HD or less; 4-6 HD save or die. PH3
36 Cloudkill Low level opponent are slain, above 6 HD they suffer 1d10 hp per round in the cloud PH2
37 Cone of Cold PH2
38 Cone of Cold 1d6 cold damage/level. PH3
39 Cone of Cold 1d4+1 hp/level of ice damage in a cone shaped area PH2
40 Cone of Cold 5 Inv CLd10+CL cold dmg to a group (save:½) DM
41 Confusion No Save Enc Confusion one target (no save) DM
42 Conjure Elemental PH2
43 Conjure Elemental Conjures a 8 HD elemental PH2
44 Contact Other Plane PH2
45 Contact Other Plane Ask question of extraplanar entity. PH3
46 Contact other Plane Caster can ask questions from an outer planar creature PH2
47 Darsson’s Music Box Permanent It can record a tune and play it back as often as the caster wishes. SSouth
48 Death Spell 5 Nec Slay 5d12 HD of creatures (save) DM
49 Demi-Shadow Monster Illusionary monsters, 1HD/level can be divided, 40% PH2
50 Demishadow Monsters PH2
51 Disguise Undead Alter the appearance of one undead per level FRA
52 Dismissal PH2
53 Dismissal Forces a creature to return to native plane. PH3
54 Dismissal Send a creature back to it’s own plane PH2
55 Dispel 3 Enc Dispels 3 effects (ER to resist) DM 4.0
56 Dispel Exhaustion 5 Alt Restore 75% of dmg taken, get an Original Haste 5 for 1 round DM
57 Dispel Innates DM
58 Dispel Magic 5 Enc Dispel 3 magic effects DM
59 Distance Distortion PH2
60 Distance Distortion 2t/level Height or length of passage appears longer or shorter PH2
61 Dolor UA1
62 Dominate Person Controls humanoid telepathically. PH3
63 Domination PH2
64 Domination Completely controls one creature PH2
65 Dream PH2
66 Dream Sends message to anyone sleeping. PH3
67 Dream Can deliver a message to a specific individual via dreams PH2
68 Elemental Blast V Inv CLd10 dmg to one group (no save, random E=5 element each time) DM 4.0
69 Enslave Monster Enc As Charm Monster, except the effect cannot be thrown off by being damaged, and there is no daily save check. DM
70 Extension II PH2
71 Extension II Prolongs the duration of spells of 1-4 level by 50% PH2
72 Extra Group +1 MetaMagic The next spell you cast will affect +1 groups of monsters DM
73 Fabricate PH2
74 Fabricate Transforms raw materials into finished items. PH3
75 Fabricate Fabricate an object from it’s material PH2
76 False Vision PH2
77 False Vision Fools scrying with an illusion. PH3
78 False Vision If caster know he is being scryied he can cast this spell and make himself and his surrounding undetectable from scrying PH2
79 Far Reaching III TOM2
80 Far Reaching III Increase the range of spell of level 1-3 by 150%, 4-5 level by 50% ToM
81 Feeblemind PH2
82 Feeblemind Subject's Int drops to 1. PH3
83 Feeblemind This spell permanently lower the victim Wis and Int PH2
84 Feeblemind 5 Enc -25 mental stat points (randomly distributed in packets of 5) (save per packet) DM
85 Fire Shield 5 Abj Anyone who melees with you takes 100% dmg back DM
86 Fireball 5 Inv CLd10 fire dmg to a group (save:½) DM
87 Force Shapechange PHBR4
88 Force Shapechange Force any spaheshifters back to it’s original form PHBR2
89 Forward Haste V Alt +6C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
90 Globe of Invulnerability 5 Abj Immune to spells with SL=0 to 4 DM
91 Graft Fleash Attach some body-part to a recipient, it is good for reattaching severed limbs Nec
92 Greater Shadow Conjuration As shadow conjuration, but up to 4th level and 40% real. PH3
93 Hold Monster PH2
94 Hold Monster As hold person, but any creature. PH3
95 Hold Monster 1d4 creature Paralyses creatures unless save is made PH2
96 Immediate Monster Summoning V Cnj, Chrono Summons a DL III monster without summoning sickness DM
97 Improved Free Action Enc Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions DM
98 Improved Skull Watch Until activated Converse who entered the warded area, emits shriek. FRA
99 Invulnerability to Normal Weapons PHBR4
100 Invulnerability to Normal Weapons Immovable sphere which protect from any damage from nonmagical weapons PHBR2
101 Ironguard FRA2
102 Ironguard Metal Confers immunity to any form of metal FRA
103 Khazid’s Procurement Allows easy access to dangerous spell component ToM
104 Khazid's Procurement TOM2
105 Know Value PHBR4
106 Know Value Reveal the value of items in area of effect PHBR2
107 Leomund’s Lamentable Belaborment Draw subject to a discussion. As time goes on the either become confused, raged or lament their own foolishness PH2
108 Leomund’s Secret Chest 60 day Places a chest to the ethereal plane PH2
109 Leomund's Lamentable Belaborment PH2
110 Leomund's Secret Chest PH2
111 Leomund's Secret Chest Hides expensive chest on Ethereal Plane; you retrieve it at will. PH3
112 Lesser Planar Binding Traps outsider until it performs a task. PH3
113 Lightning Bolt 5 Inv CLd10 lightning dmg to a group (save:½) DM
114 Lower Resistance TOM2
115 Lower Resistance Lowers one’s magic resistance ToM
116 Magic Jar PH2
117 Magic Jar Enables possession of another creature. PH3
118 Magic Jar Life force change between the caster and someone else PH2
119 Magic Missile 5 Inv (CL+1)*5/2 missiles, each does 1d4+1 force dmg (no save) DM
120 Magic Staff TOM2
121 Magic Staff Special by spell The staff stores spells ToM
122 Major Creation PH2
123 Major Creation As minor creation, plus stone and metal. PH3
124 Major Creation Like the Minor Creation but last longer PH2
125 Mask Quantum State Ill Makes your Quantum State appear to match the current Omniverse DM
126 Mass OA1
127 Maze PH1
128 Metal Skin OA1
129 Mind Fog TOM2
130 Mind Fog Subjects in fog get -10 Wis, Will checks. PH3
131 Mind Fog Worsen victims resistance vs. mental attack ToM
132 Mirage Arcana As hallucinatory terrain, plus structures. PH3
133 Monster Summoning 5 Cnj Summon a DL=3 monster DM
134 Monster Summoning III PH2
135 Monster Summoning III Summons 1d4 3rd level monsters PH2
136 Monster Swarm Summoning V Cnj Summons CL*2.5 (round down) DL IV monsters DM
137 Mordenkainen’s Faithful Hound It can be used to guard the study during a dangerous experiment. The watchdog sees everything and alert the caster by loud barking PH2
138 Mordenkainen’s Private Sanctum Protect a room from detection. PHBR2
139 Mordenkainen's Faithful Hound PH2
140 Mordenkainen's Faithful Hound Phantom dog can guard, attack. PH3
141 Mordenkainen's Private Sanctum PHBR4
142 Mummy Rot PHBR4
143 Mummy Rot Touch Cause rotting disease in victim PHBR2
144 Nightmare Sends vision dealing 1d10 damage, fatigue. PH3
145 Nightmare Special Sends nightmares which causes 1d10 point of damage and leaves subject fatigued PH2
146 Nulathoe’s Ninemen Protect body from decay and being animated FRA
147 Nystul's Enveloping Darkness GRA1
148 Nystul's Radiant Arch GRA1
149 Original Haste 5 Alt x3 # Attacks, x3 move rate DM
150 Original Stoneskin 5 Abj Block the next 2 P actions of attacks DM
151 Otiluke's Polar Screen GRA1
152 Otiluke's Radiant Screen GRA1
153 Otto's Gong of Isolation GRA1
154 Passwall You can cast the spell below a person's feet, and they fall (no save because the spell is affecting the ground, not them). If the spell ends while someone is inside it, they are ejected to the closest end. DM
155 Passwall PH2
156 Passwall Breaches walls 1 ft. thick/level. PH3
157 Passwall Open passage through wooden, plaster or stone wall PH2
158 Passweb Affected creature can pass through a web as it do not exist Drow
159 Permanency Makes certain spells permanent; costs XP. PH3
160 Persistent Image As major image, but no concentration required. PH3
161 Power Word Blind 5 Cha Blinds & stuns a creature if current hp < 0 (no save) DM
162 Power Word Kill 5 Cha Kills a creature if current hp < 0 (no save) DM
163 Power Word Stun 5 Cha Stuns a creature if current hp < 0 (no save) DM
164 Presper’s Moonbow Four glowing motes appear, each cause less damage than the one before, must be thrown with +3 FRA
165 Presper's Moonbow FRA2
166 Prismatic Bolt Ill Prismatic Spray on one target DM
167 Prismatic Sphere 5 Abj 3 Prismatic colors or 1 MultiPrismatic colors (may repeat colors in either mode) DM
168 Prismatic Wall 5 Abj 5 Prismatic colors or 3 MultiPrismatic colors (may repeat colors in either mode) DM
169 Prying Eyes 1d4 floating eyes +1/level scout for you. PH3
170 Rapid Reflexive Response Caster can grab incoming missiles and hurl them back SSouth
171 Rary’s Telepathic Bond Forms a telepathic bond between willing subjects PHBR2
172 Rary's Superior Spell Enhancer GRA1
173 Rary's Telepathic Bond PHBR4
174 Rary's Telepathic Bond Link lets allies communicate. PH3
175 Ray of Enfeeblement 5 Cha -25 physical stat points (randomly distributed in packets of 5) (save per packet) DM
176 Redirection (high) Ill (1M to cast, duration 1t) 1N, you have a summon: A monster selecting you selects your summon instead DM 4.0
177 Rejuvenate Dispel the efect of defiling magic in DS
178 Safeguarding TOM2
179 Safeguarding It protect the wizard from his own spells ToM
180 Secure Permanent Close a door. No magic, fire, cold, electricity etc. can harm it. It protected from normal attack for a few rounds. FRA
181 Seeming PH2
182 Seeming Changes appearance of one person/two levels. PH3
183 Seeming Changes the appearance of persons for 12 hour PH2
184 Sending PH2
185 Sending Delivers short message anywhere, instantly. PH3
186 Sending Caster can send a brief message to a familiar person, and he can answer it PH2
187 Shadow Door PH2
188 Shadow Door Conjure an illusionary door and the caster “escapes” through it. The caster becomes invisible. PH2
189 Shadow Evocation Mimics evocation less than 5th level. PH3
190 Shadow Magic PH2
191 Shadow magic Illusionary evocation spells PH2
192 Shield 5 Abj AT +20 source DM
193 Shrink Animal Reduce HD of an animal PH2
194 Shroud of Flame One creature burst into flame and suffer 2d6 hp of damage every round FRA
195 Slay V Nec Slay 25 DL's of monsters in one group (max DL=5) (PPD save, aNR to resist) DM 4.0
196 Snilloc’s major Missile Like the first level Magic Missile but cause more missile to appear FRA
197 Specific Monster Summoning V Cnj Choose Elemental, Undead, Alien, or Inner. You summon 6 DL V monsters of that type. DM 4.0
198 Spell Turning 5 Abj Turns the next CL/3 SL's of spells DM
199 Spirit Self OA1
200 Sporacle Orb (high) Ill One target: 1 random high [C] section effect (save) [or] two targets medium [or] three low DM 4.0
201 Stone Shape PH2
202 Stone Shape Sculpts stone into any form. PH3
203 Stone Shape Permanently alter the form of stone PH2
204 Summon Monster Recall V Cnj Summons 2 DL V monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
205 Summon Monster V Calls outsider to fight for you. PH3
206 Summon Shadow PH2
207 Summon Shadow Summons a shadow PH2
208 Telekinesis PH2
209 Telekinesis Lifts or moves 25 lb./level at long range. PH3
210 Telekinesis 25 pound of material can be telekineticaly moved PH2
211 Teleport PH2
212 Teleport Instantly transports you anywhere. PH3
213 Teleport Distance is no factor in teleporting, caster can transport himself and 112 kg + 67kg/level above 10. PH2
214 Tempus Fugit Ill Yes, this spell does seem like a SUPER haste effect to those outside of the area of effect. Those inside get 6 full rounds of actions (including mentals!) for each 1 round of actions that the people outside get. If anyone enters or leaves the area of effect (or if the spell is dispelled), those who experience a "time frame shift" will have summoning sickness for 1r. The reverse will acts as super slow effect (useful as a x6 slow poison). Again, like Dispel Exhaustion, this effect is an Illusion, and someone inside can disbelieve it to turn it off. UA1
215 Tempus Fugit UA1
216 Tenser's Primal Fury GRA1
217 Tenser's Transformation 5 Alt +75% of max hp to current hp, +1 TH melee DM
218 Throbbing Bones PHBR4
219 Throbbing Bones cause 1d4 point of damage per round, and worsen AC by 2, attack with -2 penalty PHBR2
220 Time Stop 5 Alt Stops time for 1d10 segments DM
221 Transmute Mud to Rock Transforms two 10-ft. cubes/level. PH3
222 Transmute Mud to Rock Transmutes mud to rock PH2
223 Transmute Rock to Mud PH2
224 Transmute Rock to Mud Transforms two 10-ft. cubes/level. PH3
225 Transmute Rock to Mud Transmutes rock to mud PH2
226 Twilight Enc Target is Twilighted for CL segments (Will save) DM
227 Von Gasik’s Refusal 1 hour/level Prevent unauthorized spellcaster from entering hallway, door or window ToM
228 Von Gasik's Refusal TOM2
229 Vortex TOM2
230 Wacky Ball 5 / Normal / ½ (Ld10, save: ½) DM
231 Wall of Bones PHBR4
232 Wall of Bones 1 turn 10’ sq./level provide 50% cover, damage being who pass through it PHBR2
233 Wall of Force The wall only stops spell effects, hurled objects, and breath weapons. People and psionic effects can pass through at no penalty. A "solid" Wall of Force (Force Field) would be an 8th level spell. DM
234 Wall of Force PH2
235 Wall of Force Wall is immune to damage. PH3
236 Wall of Force 1t+1r/level 10’ sq./level Stops all attack and spells PH2
237 Wall of Iron PH2
238 Wall of Iron 30 hp/four levels; can topple onto foes. PH3
239 Wall of Iron Permanent 15’ sq./level Insert into area PH2
240 Wall of Stone PH2
241 Wall of Stone 20 hp/four levels; can be shaped. PH3
242 Wall of Stone Permanent 20’ sq./level Insert into area PH2
243 Waveform TOM2
244 Weapon Resistance Abj WR 20+CL*5% [duration 5 hours] DM
245 Wish 5 Meta Wish for a SL=0 to 4 Wizard spell DM

[S2] Wizard Spells


[S2.6] Level 6 Wizard Spells

# Name School Effect Source New?
1 Acid Fog Fog deals acid damage. PH3
2 Analyze Dweomer Reveals magical aspects of subject. PH3
3 Antimagic Field Negates magic within 10 ft. PH3
4 Anti-Magic Shell Turns off spells and magical effects of spell levels 0-5. DM
5 Anti-Magic Shell All magic ceases to function inside the sphere. PH2
6 Anti-Magic Shell (0th-5th) PH2
7 Anti-Magic Shell 6 Abj Anti-Magic of SL 0 to 5 DM
8 Anti-Stat Field Alt Choose a stat. For 1 turn, all within 10' get set -CL to that stat (including you). DM
9 Armor 6 Abj +CL*12 current hp DM
10 Augmentation II TOM2
11 Augmentation II Augments the damage inflicted by spells of level 1-3 ToM
12 Bigby’s Besieging Bolt Special Functions as a siege engine. GRA1
13 Bigby’s Forceful Hand Push away target from the caster PH2
14 Bigby's Forceful Hand PH2
15 Bigby's Forceful Hand Hand pushes creatures away. PH3
16 Blackmantle PHBR4
17 Blackmantle All creature inside will not heal for 1t/level unless save is made. It renders natural or magical regeneration as well as any curative magic useless during the spell duration PHBR2
18 Blade of Doom It is a curse and not a weapon FRA
19 Bloodstone’s Spectral Steed Summons vulture like flying creature which can transport the casters and others with him ToM
20 Bloodstone's Spectral Steed TOM2
21 Burst Monster VI Cnj Summons a DL VII monster, not sick, has only 3S actions, disappears after 1r DM 4.0
22 Capital S Stun Ball Alt Area effect Capital S Stun (PPD save) DM
23 Chain Lightning PH2
24 Chain Lightning 1d6 damage/level; secondary bolts. PH3
25 Chain Lightning 1d6 hp/level of damage which lessen every time it hit another target, the electrical charge jump to the closest victim PH2
26 Chain Lightning 6 Inv Do CL lightning hits for CLd6 dmg, decreases 1 die per hit DM
27 Charm Any VI Enc Charm any one monster (save), creature with < 10 HD gets no save DM 4.0
28 Circle of Death Kills 1d4 HD/level. PH3
29 Claw of the Umber Hulk Subject can dig like an umber hulk, subject can attack with his now huge claw ToM
30 Claws of the Umber Hulk TOM2
31 Cone of Cold 6 Inv CLd12+CL cold dmg to a group (save:½) DM
32 Conjure Animals PH2
33 Conjure Animals Twice the level of caster in HD of mammal can be conjured PH2
34 Contigency A spell will come into effect upon specific condition PH2
35 Contingency Each creature can only have 1 Contingency spell on him. If the contingency spell is dispelled, the effect inside it will be released. If a spell is released (due to triggering or dispelling), it will not take place until the end of the segment. The spell Chain Contingency CAN be cast upon a creature with Contingency, so the creature can benefit from both. The spell level limit is removed. DM
36 Contingency PH2
37 Contingency Sets trigger condition for another spell. PH3
38 Control Water Raises, lowers, or parts bodies of water. PH3
39 Control Weather PH2
40 Control Weather Changes weather in local area. PH3
41 Control Weather Caster can change the weather of the area PH2
42 Corpse Host Recipient intellect is transferred to a fresh corpse, recipient’s own body can sense but paralyzed Nec
43 Create Water Creates one 10-foot cube of water per spell level PH2
44 Dead Man’s Eyes Low HD victim will slain if gazed by caster, tougher enemies suffer 2d6 hp of damage unless save vs. death magic PHBR2
45 Dead Man's Eyes PHBR4
46 Death Fog PH2
47 Death Fog Cause damage every round it contact with a creature PH2
48 Death Spell PH2
49 Death Spell Affect max. 8+3 HD monster, those effected are slain without saving throw PH2
50 Death Spell 6 Nec Slay 6d12 HD of creatures (save) DM
51 Demishadow Magic PH2
52 Demi-Shadow Magic Illusionary evocation spells PH2
53 Dilation Increase the area of effect of spells of 1-3 level by 50%, and 4-5 level by 25% ToM
54 Dilation II TOM2
55 Disintegrate PH2
56 Disintegrate Makes one creature or object vanish. PH3
57 Disintegrate Disintegrates a single victim PH2
58 Dispel 4 Enc Dispels 4 effects (ER to resist) DM 4.0
59 Dispel Exhaustion 6 Alt Restore 85% of dmg taken, get an Original Haste 6 for 1 round DM
60 Dispel Magic 6 Enc Dispel 4 magic effects DM
61 DNA Scamble Blast Alt Area DNA Scamble (PP save) DM
62 Doom Legion Animates the undead in a battlesite DS
63 Dragon Scales PHBR4
64 Dragon Scales Better the AC of one individual by 2 for the given time, reduces Chr by 2 PHBR2
65 Effects Resistance Abj ER 10+CL*5% [duration 6 hours] DM
66 Elemental Blast VI Inv CLd12 dmg to one group (no save, random E=6 element each time) DM 4.0
67 Enchant an Item PH2
68 Enchant an Item Essential spell for creating magical items PH2
69 Ensnarement PH2
70 Ensnarement Summons outer planar creature PH2
71 Extension III PH2
72 Extension III Prolongs the duration of spell of 1-3 level by doubling it and 4-5 level by 50% PH2
73 Eyebite PH2
74 Eyebite Charm, fear, sicken or sleep one subject. PH3
75 Eyebite Cause spell/fear/sicken or sleep on gazed individual PH2
76 Feeblemind 6 Enc -30 mental stat points (randomly distributed in packets of 5) (save per packet) DM
77 Fire Shield 6 Abj Anyone who melees with you takes 125% dmg back DM
78 Fireball 6 Inv CLd12 fire dmg to a group (save:½) DM
79 Flesh to Stone Turns subject creature into statue. PH3
80 Flesh to Stone Makes living thing to become stone PH2
81 Forest’s Fiery Constrictor A fiery snake manages to attack the target which causes 3d6 hp of fire damage round after the successful attack ToM
82 Forest's Fiery Constrictor TOM2
83 Forward Haste VI Alt +7C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
84 Geas PH2
85 Geas Makes one a servant of the caster PH2
86 Geas/Quest As lesser geas, plus it affects any creature. PH3
87 Ghoul Gauntlet Slowly transforms someone to ghoul Nec
88 Glassee PH2
89 Glassee Makes wood, stone or metal transparent either for only himself or for anyone PH2
90 Globe of Invulnerability PH2
91 Globe of Invulnerability As minor globe, plus 4th level. PH3
92 Globe of Invulnerability Immovable barrier that protect from 1-4 level spells PH2
93 Globe of Invulnerability 6 Abj Immune to spells with SL=0 to 5 DM
94 Greater Dispelling As dispel magic, but +20 on check. PH3
95 Greater Shadow Evocation As shadow evocation, but up to 5th level. PH3
96 Grimwald’s Greymantle A bone skull must hit the target and then the being is subject to a Balckmantle for FRA
97 Grimwald's Greymantle FRA2
98 Guard and Wards 1hour/level The tower of the wizard becomes hostile for intruders. Visibility reduced, stairs covered with web, confusion in corridors, everything radiates magic etc. PH2
99 Guards and Wards PH2
100 Guards and Wards Array of magic effects protect area. PH3
101 Imbue Undead with Spell Ability FRA2
102 Imbue Undead with Spell Ability Imbue one undead with the ability to cast one of the caster’s spell FRA
103 Immediate Monster Summoning VI Cnj, Chrono Summons a DL IV monster without summoning sickness DM
104 Improved Haste DK2
105 Improved Haste Like a haste spell, but do not age creature. Add to dexterity, and initiative. DK
106 Improved Slow DK2
107 Improved Slow Slows creature to their 1/9 normal rate. DK
108 Invisible Stalker PH2
109 Invisible Stalker Conjures a 8 HD invisible stalker PH2
110 Invulnerability to Magical Weapons PHBR4
111 Invulnerability to Magical Weapons Immovable sphere which protect from any damage from magical weapons PHBR2
112 Legend Lore PH2
113 Legend Lore Learn tales about a person, place, or thing. PH3
114 Legend Lore Provides information on past or mysterious events, objects or persons PH2
115 Lich Touch FRA2
116 Lich Touch Touch Inflict 1d10 points of damage per touch and cause paralysis, protect from paralysis and fear FRA
117 Lightning Bolt 6 Inv CLd12 lightning dmg to a group (save:½) DM
118 Lorloveim’s Shadowy Transformation Turn object or creature into shadow. Shadowy things can be passed through. ToM
119 Lorloveim's Shadowy Transformation TOM2
120 Lower Water PH2
121 Lower Water Can alter the depth of water by 2’/level by shrinking it PH2
122 Magic Missile 6 Inv (CL+1)*3 missiles, each does 1d4+1 force dmg (no save) DM
123 Mass Haste As haste, affects one/level subjects. PH3
124 Mass Suggestion PH2
125 Mass Suggestion As suggestion, plus one/level subjects. PH3
126 Mass Suggestion Suggestion to one creature per level PH2
127 Metal to Rust OA1
128 Meteor Swarm 6 Inv 1 meteor dealing 4d1 earth dmg & same fire dmg (save:½ for fire) DM
129 Mirage Arcana Ill This illusion will continue to trick even a disbelieving person. DM
130 Mirage Arcana PH2
131 Mirage Arcana The area appears to be something completely else. The illusion is quite real. PH2
132 Mislead PH2
133 Mislead Turns you invisible and creates illusory double. PH3
134 Mislead Creates an illusionary duplicate of the caster while the caster himself become invisible PH2
135 Monster Summoning 6 Cnj Summon a DL=4 monster DM
136 Monster Summoning IV PH2
137 Monster Summoning IV Summons 1d3 4th level monsters PH2
138 Monster Swarm Summoning VI Cnj Summons CL*2 DL V monsters DM
139 Mordenkainen’s Lucubration Recall one spell of 1-5 level that has been cast in the past 24 hours. PH2
140 Mordenkainen's Lucubration PH2
141 Mordenkainen's Lucubration Recalls spell of 5th level or less. Wizard Only. PH3
142 Move Earth PH2
143 Move Earth Digs trenches and build hills. PH3
144 Move Earth Moves dirt to another location or change terrain PH2
145 No Save MetaMagic The next spell you cast does not have a saving throw DM
146 Original Haste 6 Alt x7/2 # Attacks, x7/2 move rate DM
147 Original Stoneskin 6 Abj Block the next 3 P actions of attacks DM
148 Otiluke’s Freezing Sphere It has two application, the first is a Ray of Cold (1d4+2 hp/level) the second is a globe of cold shattering upon impact and causing 6d6 hp of damage PH2
149 Otiluke's Diamond Screen GRA1
150 Otiluke's Excruciating Screen GRA1
151 Otiluke's Freezing Sphere PH2
152 Otiluke's Freezing Sphere Freezes water or deals cold damage. PH3
153 Pain OA1
154 Part Water PH2
155 Part Water Parts water or similar liquid apart forming a passage in it PH2
156 Permanent Illusion PH2
157 Permanent Illusion Makes a quite real and permanent illusion PH2
158 Permanent Image Includes sight, sound, and smell. PH3
159 Planar Binding As lesser planar binding, but up to 16 HD. PH3
160 Planar Displace Alt Planar Displacement for 1 turn DM
161 Planar Stability Alt Your items are planar stable for 1 day DM
162 Power Word Blind 6 Cha Blinds & stuns a creature if current hp < 40 (no save) DM
163 Power Word Kill 6 Cha Kills a creature if current hp < 30 (no save) DM
164 Power Word Silence FRA2
165 Power Word Stun 6 Cha Stuns a creature if current hp < 80 (no save) DM
166 Power Word: Silence Silences one creature FRA
167 Prismatic Sphere 6 Abj 4 Prismatic colors or 2 MultiPrismatic colors (may repeat colors in either mode) DM
168 Prismatic Wall 6 Abj 6 Prismatic colors or 4 MultiPrismatic colors (may repeat colors in either mode) DM
169 Programmed Illusion PH2
170 Programmed Illusion Illusion spring into life when a specific condition is fulfilled PH2
171 Programmed Image As major image, plus triggered by event. PH3
172 Project Image The caster may have his REAL spells originate from the image. DM
173 Project Image PH2
174 Project Image Illusory double can talk and cast spells. PH3
175 Project Image The caster project his own image to somewhere else, where the image performs illusionary actions PH2
176 Raise Water Cause tide or flood PH2
177 Ray of Enfeeblement 6 Cha -30 physical stat points (randomly distributed in packets of 5) (save per packet) DM
178 Really Put of Misery Nec Target being that is slain is Capital S Slain (no save) DM
179 Reconstruction Makes a broken object whole for the duration of the spell, broken object even can some components missing FRA
180 Reincarnation PH2
181 Reincarnation Reincarnate a dead creature. PH2
182 Repulsion PH2
183 Repulsion Creatures can't approach you. PH3
184 Repulsion 1r/2 level Repulses creatures from the caster PH2
185 Ring of Disintegration Cause 1d6 hp of damage/level and removes one limb from the target. SSouth
186 Semi-Imprisonment Alt Target is Imprisoned for CL segments (no save) DM
187 Shades PH2
188 Shades As shadow conjuration, but up to 5th level and 60% real. PH3
189 Shades Illusionary monsters, 1HD/level can be divided, 60% PH2
190 Shield 6 Abj AT +24 source DM
191 Slay VI Nec Slay 36 DL's of monsters in one group (max DL=6) (PPD save, aNR to resist) DM 4.0
192 Specific Monster Summoning VI Cnj Choose Giant, Weird, Eelemental, or Unlive. You summon 5 DL VI monsters of that type. DM 4.0
193 Spell Turning 6 Abj Turns the next CL/2 SL's of spells DM
194 Stone to Flesh PH2
195 Stone to Flesh Restores petrified creature. PH3
196 Stone to Flesh Makes a stoned creature live again PH2
197 Summon Monster Recall VI Cnj Summons 2 DL VI monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
198 Summon Monster VI Calls outsider to fight for you. PH3
199 Summon Spider Summon one spider /lv Drow
200 Suspension An improved version of the levitate spell. It can hold 450 kg/level. SSouth
201 Sword of Darkness OA1
202 Teleport Dead Teleport a dead or undead creature as a normal teleport spell FRA
203 Tenser’s Transformation This spell transforms the caster into a fighter. Hp doubles, attack like a fighter, you need a Potion of Heroism as a material component PH2
204 Tenser's Fortunes of War GRA1
205 Tenser's Transformation The caster gains a number of phantom hit points equal to his maximum. He also gains a bonus +2 to hit with any weapon. DM
206 Tenser's Transformation PH2
207 Tenser's Transformation You gain combat bonuses. PH3
208 Tenser's Transformation 6 Alt +100% of max hp to current hp, +2 TH melee DM
209 Tentacles PHBR4
210 Tentacles Tentacles growth from caster and they can be used to grab items or to climb or even to attack PHBR2
211 Time Stop 6 Alt Stops time for 1 round DM
212 Transmute Bone to Steel Strengthen a skeleton or a bone object Nec
213 Transmute Steel to Bone Weakens a metal object Nec
214 Transmute Water to Dust PH2
215 Transmute Water to Dust Causes water to turn into dust PH2
216 True Seeing PH2
217 True Seeing See all things as they really are. PH3
218 True Seeing Reveals the true nature of things PH2
219 Turnshadow Turns shadowy creature conjured by shadow monster, demi-shadow monster or shades away. FRA
220 Veil PH2
221 Veil Changes appearance of group of creatures. PH3
222 Veil A powerful illusion turns the surrounding or the party to something else, the illusion is very difficult to spot PH2
223 Vorp Alt Target is Vorpalled (PP save) DM
224 Wacky Ball 6 / Normal / ½ (Ld12, save: ½) DM
225 Wildshield TOM2
226 Wildstrike TOM2
227 Wish 6 Meta Wish for a SL=0 to 5 Wizard spell DM

[S2] Wizard Spells


[S2.7] Level 7 Wizard Spells

# Name School Effect Source New?
1 Accelerate Erosion Speeds up natural erosions. DK
2 Acid Storm TOM2
3 Acid Storm It causes more damage as creatures remain under it ToM
4 Alter Reality (this version requires an illusion of what you want) PH1
5 Alter Reality (1) Ill Will duplicate any Wizard or Priest spell of levels 0-6. DM
6 Anti-Magic Resistance Abj aMR CL*5% [duration 7 hours] DM
7 Anti-Magic Shell (0th-6th) DM
8 Anti-Magic Shell (SL 7) Turns off spells and magical effects of spell levels 0-6. DM
9 Anti-Magic Shell 7 Abj Anti-Magic of SL 0 to 6 DM
10 Anti-Psionic Shell DM
11 Armor 7 Abj +CL*14 current hp DM
12 Banishment PH2
13 Banishment Banishes 2 HD/level extraplanar creatures. PH3
14 Banishment Force a creature or creatures back to its own plane. PH2
15 Bigby’s Grasping Hand Grasp an opponent or slow down very big monsters PH2
16 Bigby's Grasping Hand PH2
17 Bigby's Grasping Hand Hand provides cover, pushes, or grapples. PH3
18 Bloodstone’s Frightful Joining Join the mind of the caster with an undead body ToM
19 Bloodstone's Frightful Joining TOM2
20 Body Outside Body OA1
21 Burst Monster VII Cnj Summons a DL VIII monster, not sick, has only 4S actions, disappears after 1r DM 4.0
22 Chain Lightning 7 Inv Do CL lightning hits for CLd7 dmg, decreases 1 die per hit DM
23 Charm Any VII Enc Charm any two monsters (save), creatures with < 17 HD get no save DM 4.0
24 Charm Plants PH2
25 Charm Plants Charms plants PH2
26 Clone Clones a living person PH2
27 Cone of Cold 7 Inv CLd14+CL cold dmg to a group (save:½) DM
28 Conjure Greater Elemental Conjure a 10-18 HD greater elemental. DK
29 Control Undead PH2
30 Control Undead Undead don't attack you while under your command. PH3
31 Control Undead Caster can control undeads for a short period of time PH2
32 Crap Enc Target is crapped (Will save) DM
33 Create Normal Monsters RC0
34 Death Link A two-way sympathetic link, both curative and destructive effects affect both the caster and the target. FRA
35 Death Spell 7 Nec Slay 7d12 HD of creatures (save) DM
36 Delayed Blast Fireball PH2
37 Delayed Blast Fireball 1d8 fire damage/level; you can delay blast for 5 rounds. PH3
38 Delayed Blast Fireball A fireball with +1 bonus to any dice, and can be delayed for up to 5 rounds PH2
39 Dispel 5 Enc Dispels 5 effects (ER to resist) DM 4.0
40 Dispel Exhaustion 7 Alt Restore 90% of dmg taken, get an Original Haste 7 for 1 round DM
41 Dispel Magic 7 Enc Dispel 5 magic effects DM
42 Drawmij’s Instant Summons The wizard can summon a prepared item into his hand PH2
43 Drawmij's Instant Summons PH2
44 Drawmij's Instant Summons Prepared object appears in your hand. PH3
45 Duo-Dimension PH2
46 Duo-Dimension Causes the caster to have only two dimension PH2
47 Elemental Blast VII Inv CLd20 dmg to one group (no save, random E=7 element each time) DM 4.0
48 Ethereal Jaunt You become ethereal for 1 round/level. PH3
49 Feeblemind 7 Enc -35 mental stat points (randomly distributed in packets of 5) (save per packet) DM
50 Finger of Death PH2
51 Finger of Death Kills one subject. PH3
52 Finger of Death 60 yard Slay one victim, there is saving throw vs. death PH2
53 Fire Shield 7 Abj Anyone who melees with you takes 150% dmg back DM
54 Fireball 7 Inv CLd14 fire dmg to a group (save:½) DM
55 First Level Magic-User Spells PH1
56 First Level Magic-User Spells (DM1) Ill Cast any four 1st level Wizard spells simultaneously when it is cast. DM
57 First Level Magic-User Spells (DM2) Ill Can cast one 1st Level Wizard spell per round as Z action DM
58 Forcecage PH2
59 Forcecage Cube of force imprisons all inside. PH3
60 Forcecage Hold creatures in cube of force. PH2
61 Forward Haste VII Alt +8C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
62 Gemjump The caster enchant a gem called roguestone by it he can teleport to the location of the gem FRA
63 Globe of Invulnerability 7 Abj Immune to spells with SL=0 to 6 DM
64 Greater Scrying As scrying, but faster and longer. PH3
65 Hatch the Stone From the Egg TOM2
66 Hatch the Stone from the Egg Helps create a Philosopher’s Stone ToM
67 Hornung's Surge Selector TOM2
68 Immediate Monster Summoning VII Cnj, Chrono Summons a DL V monster without summoning sickness DM
69 Insanity Subject suffers continuous confusion. PH3
70 Intensify Summoning TOM2
71 Intensify Summoning Help summon tougher monsters ToM
72 Khelben’s Warding Whip 1r/level Counters various Bigby spells FRA
73 Lightning Bolt 7 Inv CLd14 lightning dmg to a group (save:½) DM
74 Limited Wish Will duplicate any Wizard or Priest spell of levels 0-6. DM
75 Limited Wish PH2
76 Limited Wish Alters reality-within spell limits. PH3
77 Limited Wish The uttered word of the caster springs into life. PH2
78 Magic Missile 7 Inv (CL+1)*7/2 missiles, each does 1d4+1 force dmg (no save) DM
79 Malec-Keth’s Flame Fist Touch Touched individual suffer 1d4+2 hp of damage in the first round, and 1d4/level hp of damage on the following round ToM
80 Malec-Keth's Flame Fist TOM2
81 Mass Invisibility PH2
82 Mass Invisibility As invisibility, but affects all in range. PH3
83 Mass Invisibility Turns a 60m*60m area invisible, the area moves with the individuals within PH2
84 Meteor Swarm 7 Inv 2 meteors each dealing 6d2 earth dmg & same fire dmg (save:½ for fire) DM
85 Monster Summoning 7 Cnj Summon a DL=5 monster DM
86 Monster Summoning V PH2
87 Monster Summoning V Summons 1d3 5th level monster PH2
88 Monster Swarm Summoning VII Cnj Summons CL*1.5 (round down) DL VI monsters DM
89 Mordenkainen’s Magnificent Mansion 1hour/level Conjure an extradimensional mansion. It can house a dozen of individual per level of caster. Outside events do not disturb anyone inside. It is with every comforts PH2
90 Mordenkainen’s Sword 5d4/5d6 Considered a +3 magical weapon, caster wields it as he were a fighter half the level as himself PH2
91 Mordenkainen's Magnificent Mansion PH2
92 Mordenkainen's Magnificent Mansion Door leads to extradimensional mansion. PH3
93 Mordenkainen's Sword PH2
94 Mordenkainen's Sword Floating magic blade strikes opponents. PH3
95 MultiPrismatic Spray 7 Ill Roll 1 time on the Prismatic table DM
96 Nerve Dance Holds a creature and deliver some (2d6) damage every round. SSouth
97 Original Haste 7 Alt x4 # Attacks, x4 move rate DM
98 Original Stoneskin 7 Abj Block the next 4 P actions of attacks DM
99 Otiluke's Death Screen GRA1
100 Otiluke's Siege Sphere GRA1
101 Phase Door PH2
102 Phase Door Invisible passage through wood or stone. PH3
103 Phase Door An invisible passage opens in one wall like a Passage spell. The door can be used by the wizard, it opens when he enters and reopens when he leaves and then ceases to exit PH2
104 Plane Shift Up to eight subjects travel to another plane. PH3
105 Power Word Blind 7 Cha Blinds & stuns a creature if current hp < 80 (no save) DM
106 Power Word Kill 7 Cha Kills a creature if current hp < 60 (no save) DM
107 Power Word Stun 7 Cha Stuns a creature if current hp < 160 (no save) DM
108 Power Word, Stun PH2
109 Power Word, Stun Stuns creature with up to 150 hp. PH3
110 Power Word: Stun Stuns one creature PH2
111 Prismatic Beam Ill One target is hit by all 7 colors of Prismatic Spray DM
112 Prismatic Sphere 7 Abj 5 Prismatic colors or 3 MultiPrismatic colors (may repeat colors in either mode) DM
113 Prismatic Spray PH2
114 Prismatic Spray Rays hit subjects with variety of effects. PH3
115 Prismatic Spray Seven multicolored ray flash from the caster hand, each causing different damage and other effects PH2
116 Prismatic Wall PH1
117 Prismatic Wall 7 Abj 7 Prismatic colors or 5 MultiPrismatic colors (may repeat colors in either mode) DM
118 Ray of Enfeeblement 7 Cha -35 physical stat points (randomly distributed in packets of 5) (save per packet) DM
119 Reverse Gravity PH2
120 Reverse Gravity Objects and creatures fall upward. PH3
121 Reverse Gravity In area of effect the gravity changes and everything fall upward PH2
122 Ruby’s Ray of Reversal It sprung traps, untie knots, dispels restraining magic, loosen bonds etc. FRA
123 Sands of Time Reverse the effect of time on objects. DK
124 Semipermanency DK2
125 Semipermanency Make an spell to last for a few year. DK
126 Sequester PH2
127 Sequester Subject is invisible to sight and scrying. PH3
128 Sequester Protect from location and detection, and also turn the area invisible PH2
129 Shadow Walk PH2
130 Shadow Walk Step into shadow to travel rapidly. PH3
131 Shadow Walk The caster enter the Plane of Shadow travel in it and when he leaves he appear in a location he desired on the Prime Material Plane PH2
132 Shadowcat TOM2
133 Shadowcat Caster can see, hear or even speak through this quasi-real cat. ToM
134 Shield 7 Abj AT +28 source DM
135 Simulacrum PH2
136 Simulacrum Creates partially real double of a creature. PH3
137 Simulacrum Creates nearly perfect duplicate of anyone PH2
138 Slay VII Nec Slay 49 DL's of monsters in one group (max DL=7) (PPD save, aNR to resist) DM 4.0
139 Specific Monster Summoning VII Cnj Choose Dragon, Golem, Mutant, or Technological. You summon 4 DL VII monsters of that type. DM 4.0
140 Spectral Guard FRA2
141 Spectral Guard Upon specific condition the spectral guardian sprung into life and attack. FRA
142 Spell Shape TOM2
143 Spell Turning PH2
144 Spell Turning Reflect 1d4+6 spell levels back at caster. PH3
145 Spell Turning Turns a spell back to it’s caster PH2
146 Spell Turning 7 Abj Turns the next CL SL's of spells DM
147 Spelltrap FRA2
148 Spelltrap Absorb magical spell targeted on the caster, the spell can absorb twice the level of caster in spell level, absorbed spells can be cast back in random FRA
149 Statue PH2
150 Statue Subject can become a statue at will. PH3
151 Statue Turn caster to stone statue, in this state the caster sees, hears and smells normally. Caster can switch from statue state back to living and vice versa PH2
152 Steal Enchantment TOM2
153 Steal Enchantment Transfer the enchantment of one spell to an another ToM
154 Suffocate TOM2
155 Suffocate Victims suffocate and takes 2d4 damage every round, worsen combat abilities ToM
156 Summon Monster Recall VII Cnj Summons 2 DL VII monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
157 Summon Monster VII Calls outsider to fight for you. PH3
158 Teleport Any Object RC0
159 Teleport Without Error PH2
160 Teleport without Error As teleport, but no off-target arrival. PH3
161 Teleport Without Error No error in home plane, can teleport to another plane with difficulties PH2
162 Tenser's Transformation 7 Alt +125% of max hp to current hp, +3 TH melee DM
163 Time Stop 7 Alt Stops time for 1d2 rounds DM
164 Vanish PH2
165 Vanish As teleport, but affects a touched object. PH3
166 Vanish By this spell the wizard can transport nonliving matter or just vanish it. 22 kg/level of caster can be affected. PH2
167 Vipergout Caster can spit venomous spider to enemy Drow
168 Vision PH2
169 Vision As legend lore, but quicker and strenuous. PH3
170 Vision Supernatural guidance PH2
171 Volley UA1
172 Wacky Ball 7 / Normal / ½ (Ld20, save: ½) DM
173 Wish 7 Meta Wish for a SL=0 to 6 Wizard spell DM
174 Withering Palm OA1
175 Wound Conferral Transfer hp from one target to the another Nec
176 Zombie Double PHBR4
177 Zombie Double It creates a zombie double of the caster, the zombie is a ju-ju zombie, cannot move more than 30 yard from the caster PHBR2

[S2] Wizard Spells


[S2.8] Level 8 Wizard Spells

# Name School Effect Source New?
1 Abi-Dalzim’s Horrid Wilting Evaporates body moisture causing 1d8/level hp of damage ToM
2 Abi-Dalzim's Horrid Wilting TOM2
3 Airboat TOM2
4 Airboat Create an airboat from the clouds. It can transport individuals ToM
5 Alter Reality DM
6 Alter Reality (DM) Ill Will duplicate any Wizard spell of levels 0-7 or any other spell of levels 0-6. DM (PH1)
7 Anti-Innate Shell DM
8 Anti-Magic Shell (0th-7th) DM
9 Anti-Magic Shell (SL 8) Turns off spells and magical effects of spell levels 0-7. DM
10 Anti-Magic Shell 8 Abj Anti-Magic of SL 0 to 7 DM
11 Antipathy Object or location affected by spell repels certain creatures. PH3
12 Antipathy 2 hours/level Certain creatures or alignment are uncomfortable in area of effect and try to leave PH2
13 Antipathy-Sympathy PH2
14 Armor 8 Abj +CL*16 current hp DM
15 As You Will Be Chrono +1 ML for 1 turn, you will Twilight at end of effect (no resistance) DM
16 Bigby’s Clenched Fist Various damage caused by an oversized fist PH2
17 Bigby’s Most Excellent Force Sculpture Caster can create a highly complex object. GRA1
18 Bigby's Clenched Fist PH2
19 Bigby's Clenched Fist Large hand attacks your foes. PH3
20 Binding PH2
21 Binding Array of techniques to imprison a creature. PH3
22 Binding Various restrains. PH2
23 Burst Monster VIII Cnj Summons a DL IX monster, not sick, has only 4S actions, disappears after 1r DM 4.0
24 Chain Lightning 8 Inv Do CL lightning hits for CLd8 dmg, decreases 1 die per hit DM
25 Charm Any VIII Enc Charm any three monsters (save), creatures with < 26 HD get no save DM 4.0
26 Clone PH2
27 Clone Duplicate awakens when original dies. PH3
28 Cone of Cold 8 Inv CLd16+CL cold dmg to a group (save:½) DM
29 Create Magical Monsters RC0
30 Create Tree of Life Creates a magical Tree of Life DS
31 Death Link FRA2
32 Death Shroud Anyone attacked by or receiving attack from the caster lose 20% of his current hp Nec
33 Death Spell 8 Nec Slay 8d12 HD of creatures (save) DM
34 Death Spider Victim limbs become a spider which eats the target Drow
35 Defoliate PHBR4
36 Defoliate Defile the from all plant life PHBR2
37 Demand PH2
38 Demand As sending, plus you can send suggestion. PH3
39 Demand Like the Sending but contains a powerful suggestion PH2
40 Discern Location Exact location of creature or object. PH3
41 Dispel 6 Enc Dispels 6 effects (ER to resist) DM 4.0
42 Dispel Exhaustion 8 Alt Restore 95% of dmg taken, get an Original Haste 8 for 1 round DM
43 Dispel Magic 8 Enc Dispel 6 magic effects DM
44 Dust of Disappearance Ill Dust of Disappearance for 1 turn DM
45 Elemental Blast VIII Inv CLd30 dmg to one group (no save, random E=8 element each time) DM 4.0
46 Ethereal Project Alt Ethereal Projection (Str->Dex, Int->Con, Wis->Chr) DM
47 Etherealness Travel to Ethereal Plane with companions. PH3
48 Extract Enc Extracts memories and thoughts from target (no save) DM
49 Fear Ward PHBR4
50 Fear Ward Fear Protect from all kind of fears and from all kind of attack from any undead. PHBR2
51 Feeblemind 8 Enc -40 mental stat points (randomly distributed in packets of 5) (save per packet) DM
52 Fire Shield 8 Abj Anyone who melees with you takes 175% dmg back DM
53 Fireball 8 Inv CLd16 fire dmg to a group (save:½) DM
54 Force Field RC0
55 Forward Haste VIII Alt +9C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
56 Gateway FRA2
57 Gateway Create a portal between two locations, it remains open for 1r+1r/level of caster. FRA
58 Giant Size OA1
59 Glassteal Turns crystalline substance into a transparent substance that has the unbreakability of actual steel. PH2
60 Glassteel PH2
61 Globe of Invulnerability 8 Abj Immune to spells with SL=0 to 7 DM
62 Great Shout FRA2
63 Great Shout Cause damage, but the heart of the spell can as well as cause structural damage destroying buildings, objects or magical items FRA
64 Greater Planar Binding As lesser planar binding, but up to 24 HD. PH3
65 Gunther’s Kaleidoscopic Strike Targeted spellcasters loose spells from their memory ToM
66 Gunther's Kaleidoscopic Strike TOM2
67 Homunculus Shield TOM2
68 Homunculus Shield Create a homunculus from a part of the mind of the caster. The creature can cast teleport, contingency and protective spell from the memory of the caster. ToM
69 Hornung's Random Dispatcher TOM2
70 Horrid Wilting Deals 1d8 damage/level within 30 ft. PH3
71 Immediate Monster Summoning VIII Cnj, Chrono Summons a DL VI monster without summoning sickness DM
72 Incendiary Cloud PH2
73 Incendiary Cloud Cloud deals 4d6 fire damage/round. PH3
74 Incendiary Cloud Causing minimal damage to those within the cloud PH2
75 Incurse (Rewrite Out of Time) Chrono Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) DM
76 Iron Body Your body becomes living iron. PH3
77 Life Force Transfer Transfer someone’s (or caster’s own) life force to an object or another body. The spell has a reversible witch undoes this spell Nec
78 Lightning Bolt 8 Inv CLd16 lightning dmg to a group (save:½) DM
79 Magic Missile 8 Inv (CL+1)*4 missiles, each does 1d4+1 force dmg (no save) DM
80 Mass Charm PH2
81 Mass Charm As charm monster, but all within 30 ft. PH3
82 Mass Charm Charms a number of individuals PH2
83 Maze PH2
84 Maze Traps subject in extradimensional maze. PH3
85 Maze Victim trapped inside some maze, getting out depends on intelligence PH2
86 Meteor Swarm 8 Inv 3 meteors each dealing 8d3 earth dmg & same fire dmg (save:½ for fire) DM
87 Mind Blank PH2
88 Mind Blank Subject is immune to mental/emotional magic and scrying. PH3
89 Mind Blank Protect form all kind of mind affecting spells and detection PH2
90 Monster Summoning 8 Cnj Summon a DL=6 monster DM
91 Monster Summoning VI PH2
92 Monster Summoning VI Summons 1d3 6th level monster PH2
93 Monster Swarm Summoning VIII Cnj Summons CL*1 DL VII monsters DM
94 MultiPrismatic Spray 8 Ill Roll 2 times on the Prismatic table DM
95 Original Haste 8 Alt x9/2 # Attacks, x9/2 move rate DM
96 Original Stoneskin 8 Abj Block the next 5 P actions of attacks DM
97 Otiluke’s Telekinetic Sphere Like the Otiluke’s Resilient Sphere but can contain more mass and appear 1/16 of it’s normal weight PH2
98 Otiluke's Telekinetic Sphere PH2
99 Otiluke's Telekinetic Sphere As Otiluke's resilient sphere, but you move sphere telekinetically. PH3
100 Otto’s Irresistible Dance Victim dances and fail all saving throw PH2
101 Otto's Irresistible Dance PH2
102 Otto's Irresistible Dance Forces subject to dance. PH3
103 Permanency ANY spell in the game can be made permanent. It is tricky to make an instantaneous spell permanent, but it can be done in conjuction with the Contingency spell. These effects will appear "frozen" in time (a Fireball would appear to be a solid ball of fire; Lightning Bolt would be a non-moving beam of solid lightning), and cause their damage for each round of contact. Spells that move by concentration will continue to move in same course and direction they were as soon as concentration is broken. Spells that do down after a certain condition (Armor, Stoneskin, Contingency) do not gain much by being made permanent (a permanent empty Stoneskin spell would not go down but also would not stop any further attacks). If a permanent spell is dispelled, the permanency effect fizzles (you don't need to dispel the permanency first). The 5% chance of Con loss occurs only when creating items. Oddly enough, there is a reverse to this spell (Instantaneous), that makes a spell's duration Instantaneous (causing it to expire immediately). DM
104 Permanency PH2
105 Permanency Makes a spell permanent in effect PH2
106 Polymorph Any Object PH2
107 Polymorph Any Object Changes any subject into anything else. PH3
108 Polymorph any Object Polymorphs a thing to an another. Duration depends on how radical the change is PH2
109 Power Word Blind 8 Cha Blinds & stuns a creature if current hp < 120 (no save) DM
110 Power Word Capital S Stun Enc Capital S Stuns a target with 130 current hp or less (no save) DM
111 Power Word Kill 8 Cha Kills a creature if current hp < 90 (no save) DM
112 Power Word Stun 8 Cha Stuns a creature if current hp < 240 (no save) DM
113 Power Word, Blind PH2
114 Power Word, Blind Blinds 200 hp worth of creatures. PH3
115 Power Word: Blind 100 hp of creature is blinded PH2
116 Prismatic Sphere 8 Abj 6 Prismatic colors or 4 MultiPrismatic colors (may repeat colors in either mode) DM
117 Prismatic Wall PH2
118 Prismatic Wall Wall's colors have array of effects. PH3
119 Prismatic Wall 1t/level 40’/lv wide, 20’/lv high Like the other prismatic spells PH2
120 Prismatic Wall 8 Abj 8 Prismatic colors or 6 MultiPrismatic colors (may repeat colors in either mode) DM
121 Protection from Spells Confers +8 resistance bonus. PH3
122 Protection from Time DK2
123 Protection from Time Recipient do not age during spell effect. DK
124 Ray of Enfeeblement 8 Cha -40 physical stat points (randomly distributed in packets of 5) (save per packet) DM
125 Screen PH2
126 Screen Illusion hides area from vision, scrying. PH3
127 Screen Not only protect from scrying, but the scene appears something else as the caster wishes. PH2
128 Second Level Magic-User Spells DM
129 Second Level Magic-User Spells (DM1) Ill Cast any four 2nd level Wizard spells simultaneously when it is cast. DM
130 Second Level Magic-User Spells (DM2) Ill Can cast one 2nd Level Wizard spell per round as Z action DM
131 Serten’s Spell Immunity It protect others from spell by granting them bonuses on save PH2
132 Serten's Spell Immunity PH2
133 Shadow Form PHBR4
134 Shadow Form Changes caster to a shadow PHBR2
135 Shield 8 Abj AT +32 source DM
136 Sink PH2
137 Sink Shrink someone into the earth PH2
138 Slay VIII Nec Slay 64 DL's of monsters in one group (max DL=8) (PPD save, aNR to resist) DM 4.0
139 Solid Wall of Force Stops spell effects, hurled objects, breath weapons, people, and psionic effects. DM
140 Specific Monster Summoning VIII Cnj Choose Beholder, Outer, Mind Flayer, or NPC. You summon 3 DL VIII monsters of that type. DM 4.0
141 Spell Engine FRA2
142 Spell Engine Absorbs magic in , it also speeds up memorization and prayers FRA
143 Spell Turning 8 Abj Turns the next CL*3/2 SL's of spells DM
144 Spirit/Concordant Resistance Abj XR -10+CL*5% [duration 8 hours] DM
145 Summon Monster Recall VIII Cnj Summons 2 DL VIII monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
146 Summon Monster VIII Calls outsider to fight for you. PH3
147 Sunburst Blinds all within 10 ft., deals 3d6 damage. PH3
148 Sunburst Cause blindness and damage undead for 8d8 point of damage FRA
149 Symbol PH2
150 Symbol Triggered runes have array of effects. PH3
151 Symbol Various effect on individual seeing the symbol individual PH2
152 Sympathy Object or location attracts certain creatures. PH3
153 Sympathy 2 hours/level Certain creatures or alignment feel an overpowering urge to own or touch object PH2
154 Tenser's Transformation 8 Alt +150% of max hp to current hp, +4 TH melee DM
155 Time Stop 8 Alt Stops time for 1d3 rounds DM
156 Time/Reality Stability Chrono Time/Reality Stability (duration 1 day), reverse removes it (Spell save) DM
157 Trap the Soul PH2
158 Trap the Soul Imprisons subject within gem. PH3
159 Trap the Soul Can trap the soul of individuals, after the spell broke trapped individual’s body reforms and attached to their soul. PH2
160 Wacky Ball 8 / Normal / ½ (Ld30, save: ½) DM
161 Whirlwind OA1
162 Wildzone TOM2
163 Wish 8 Meta Wish for a SL=0 to 7 Wizard spell DM

[S2] Wizard Spells


[S2.9] Level 9 Wizard Spells

# Name School Effect Source New?
1 Annihilation Protection Abj Immune Annihilation for 1 turn DM
2 Anti-Magic Shell (0th-8th) DM
3 Anti-Magic Shell (SL 9) Turns off spells and magical effects of spell levels 0-8. DM
4 Anti-Magic Shell 9 Abj Anti-Magic of SL 0 to 8 DM
5 Anti-Psionic Resistance Abj aPR -20+CL*5% [duration 9 hours] DM
6 Armor 9 Abj +CL*18 current hp DM
7 Astral Projection Projects you and companions into Astral Plane. PH3
8 Astral Spell PH2
9 Astral Spell The caster can enter the astral plane. PH2
10 Bigby’s Crushing Hand Raising amount of damage inflicted by this oversized hand PH2
11 Bigby's Crushing Hand PH2
12 Bigby's Crushing Hand As Bigby's interposing hand, but stronger. PH3
13 Black Blade of Disaster 2d12 Can slice through spells, do structural damage and even disintegrate creatures Drow
14 Burst Monster IX Cnj Summons a DL X monster, not sick, has only 5S actions, disappears after 1r DM 4.0
15 Chain Contigency Like the contingency, but holds more spell ToM
16 Chain Contingency TOM2
17 Chain Lightning 9 Inv Do CL lightning hits for CLd9 dmg, decreases 1 die per hit DM
18 Charm Any IX Enc Charm any four monsters (save), creatures with multiplier x1 or less get no save DM 4.0
19 Cone of Cold 9 Inv CLd18+CL cold dmg to a group (save:½) DM
20 Create Any Monster RC0
21 Crystalbrittle PH2
22 Crystalbrittle Causes hard substances to turn into a fragile crystalline substance PH2
23 Death Spell 9 Nec Slay 9d12 HD of creatures (save) DM
24 Death Ward Anyone passing warded portal uninvited suffer the effect of a Death Spell Nec
25 Dismind Dismind someone. The body cloaked in invulnerable magical field and suspend the function of body. The mind wanders the Prime Material Plane. FRA
26 Dispel 7 Enc Dispels 7 effects (ER to resist) DM 4.0
27 Dispel Exhaustion 9 Alt Restore 96% of dmg taken, get an Original Haste 9 for 1 round DM
28 Dispel Magic 9 Enc Dispel 7 magic effects DM
29 Dominate Monster As dominate person, but any creature. PH3
30 Elemental Aura TOM2
31 Elemental Aura Element Protect from one element, it’s plane, and it’s creatures ToM
32 Elemental Blast IX Inv CLd50 dmg to one group (no save, random E=8 element each time) DM 4.0
33 Elminster’s Effulgent Epurartion Absorb harmful magic. FRA
34 Elminster’s Evasion A special form of contingency which teleport the caster to a given location if any of the six conditions are met, the conditions are set by the caster FRA
35 Elminster's Evasion FRA2
36 Energy Drain PH2
37 Energy Drain Subject gains 2d4 negative levels. PH3
38 Energy Drain Touch Victim loose level or HD PH2
39 Estate Transference TOM2
40 Estate Transference Transfers a large area to the elemental planes ToM
41 Extra Group +2 MetaMagic The next spell you cast will affect +2 groups of monsters DM
42 Feeblemind 9 Enc -45 mental stat points (randomly distributed in packets of 5) (save per packet) DM
43 Fire Shield 9 Abj Anyone who melees with you takes 200% dmg back DM
44 Fireball 9 Inv CLd18 fire dmg to a group (save:½) DM
45 Foresight PH2
46 Foresight Sixth sense warns of impending danger. PH3
47 Foresight Foresight negative events PH2
48 Forward Haste IX Alt +10C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM 4.0
49 Freedom Releases creature suffering imprisonment. PH3
50 Freedom Free creature imprisoned by the spell imprisonment. PH2
51 Gate PH2
52 Gate Connects two planes for travel or summoning. PH3
53 Gate Gates someone or something from outer planes PH2
54 Globe of Invulnerability 9 Abj Immune to spells with SL=0 to 8 DM
55 Glorious Transmutation TOM2
56 Glorious Transmutation Turns lead into gold with the help of Philosopher’s stone ToM
57 Heal RC0
58 Immediate Monster Summoning IX Cnj, Chrono Summons a DL VII monster without summoning sickness DM
59 Imprisonment PH2
60 Imprisonment Entombs subject beneath the earth PH3
61 Imprisonment Touch Imprison creature permanently PH2
62 Internal Fire OA1
63 Life Force Exchange Switches the life force of two creature. It can be undone by a revoke life force exchange Nec
64 Lightning Bolt 9 Inv CLd18 lightning dmg to a group (save:½) DM
65 Magic Missile 9 Inv (CL+1)*9/2 missiles, each does 1d4+1 force dmg (no save) DM
66 Mass Enslave Enc As Mass Charm, except the effect cannot be thrown off by being damaged, and there is no daily save check. DM
67 Master Undead FRA2
68 Master Undead Charms undeads FRA
69 Meteor Swarm PH2
70 Meteor Swarm Deals 24d6 fire damage, plus bursts. PH3
71 Meteor Swarm Mega damage by a few fireball leaving fiery tail PH2
72 Meteor Swarm 9 Inv 4 meteors each dealing 10d4 earth dmg & same fire dmg (save:½ for fire) DM
73 Monster Summoning 9 Cnj Summon a DL=7 monster DM
74 Monster Summoning VII PH2
75 Monster Summoning VII Summons 1d2 7th level monster PH2
76 Monster Swarm Summoning IX Cnj Summons CL/2 (round down) DL VIII monsters DM
77 Mordenkainen’s Disjunction It disjoins spells and magical items rendering them useless. PH2
78 Mordenkainen's Disjunction PH2
79 Mordenkainen's Disjunction Dispels magic, disenchants magic items. PH3
80 Mordenkainen's Disjunction 9 Enc Disjunct 1 effect (any type) DM
81 MultiPrismatic Spray 9 Ill Roll 3 times on the Prismatic table or 1 time on the MultiPrismatic table DM
82 Mycontil’s Last Resort Converts remaining spell energy to a final strike. SSouth
83 Original Haste 9 Alt x5 # Attacks, x5 move rate DM
84 Original Stoneskin 9 Abj Block the next 6 P actions of attacks DM
85 Power Word Like a banishment but more powerful. SSouth
86 Power Word Blind 9 Cha Blinds & stuns a creature if current hp < 160 (no save) DM
87 Power Word Crap Enc Target with 250 or less current hp is crapped (no save) DM
88 Power Word Kill 9 Cha Kills a creature if current hp < 120 (no save) DM
89 Power Word Stun 9 Cha Stuns a creature if current hp < 320 (no save) DM
90 Power Word, Kill PH2
91 Power Word, Kill Kills one tough subject or many weak ones. PH3
92 Powerword Kill Many of 10 or less hp or one of 60 hp or less PH2
93 Prismatic Sphere PH2
94 Prismatic Sphere As prismatic wall, but surrounds on all sides. PH3
95 Prismatic Sphere It protect from nearly anything as long as the spheres are intact, creatures foolish enough to enter the sphere suffer ill effects PH2
96 Prismatic Sphere 9 Abj 7 Prismatic colors or 5 MultiPrismatic colors (may repeat colors in either mode) DM
97 Prismatic Wall 9 Abj 9 Prismatic colors or 7 MultiPrismatic colors (may repeat colors in either mode) DM
98 Protection from Alleys 10'r Abj, Wild Protection from Alleys DM
99 Ray of Enfeeblement 9 Cha -45 physical stat points (randomly distributed in packets of 5) (save per packet) DM
100 Really Really Put of Misery Chrono Target being that is Capital S Slain is removed from the timeline (no save) DM
101 Refuge Alters item to transport its possessor to you. PH3
102 Shape Change PH2
103 Shape Change Changes the caster to someone else, he adopt it powers and vulnerabilities save that depends upon intelligence like spell use, magic resistance and the like PH2
104 Shapechange Transforms you into any creature, and change forms once per round. PH3
105 Shield 9 Abj AT +36 source DM
106 Slay IX Nec Slay 81 DL's of monsters in one group (max DL=9) (PPD save, aNR to resist) DM 4.0
107 Soul Bind Traps newly dead soul to prevent resurrection. PH3
108 Specific Monster Summoning IX Cnj Choose Cthulhoid, Spirit/Land, Rakshasa, or Virus. You summon 2 DL IX monsters of that type. DM 4.0
109 Spell Invulnerability Make caster immune to one spell or spell like ability or magical item FRA
110 Spell Turning 9 Abj Turns the next CL*2 SL's of spells DM
111 Spellstrike FRA2
112 Spellstrike Negate the effect of one spell cast in the previous round FRA
113 Stabilize TOM2
114 Succor PH2
115 Succor Transport the owner of a prepared item to the caster. It's reverse transport the caster to the individual. PH2
116 Summon Monster IX Calls outsider to fight for you PH3
117 Summon Monster Recall IX Cnj Summons 2 DL IX monsters. Next time you cast this, you get the same thing unless you spend another slot. DM 4.0
118 Teleportation Circle Circle teleports any creature inside to designated spot. PH3
119 Temporal Stasis PH2
120 Temporal Stasis Puts subject into suspended animation. PH3
121 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature. PH2
122 Tenser's Transformation 9 Alt +175% of max hp to current hp, +5 TH melee DM
123 The Symbul’s Synostodweomer Convert magical energy to healing one. FRA
124 Third Level Magic-User Spells DM
125 Third Level Magic-User Spells (DM1) Ill Cast any four 3rd level Wizard spells simultaneously when it is cast. DM
126 Third Level Magic-User Spells (DM2) Ill Can cast one 3rd Level Wizard spell per round as Z action DM
127 Time Stop PH2
128 Time Stop You act freely for 1d4+1 rounds PH3
129 Time Stop Stops the flow of time for 1-3 minutes PH2
130 Time Stop 9 Alt Stops time for 1d4 rounds DM
131 Vampiric Youthfulness Caster suck out the life energy from a subject. The caster become younger while the subject ages. DK
132 Virus Charm FRA2
133 Virus Charm Like a charm person, but the charm spread like a virus PH2
134 Wacky Ball 9 / Normal / ½ (Ld100, save: ½) DM
135 Wail of the Banshee TOM2
136 Wail of the Banshee Kills one creature/level. PH3
137 Wail of the Banshee Who hear the wail and fail saving throw die, up to the number of the caster’s level of creatures can be affected ToM
138 Weird PH2
139 Weird As phantasmal killer, but affects all within 30 ft PH3
140 Weird Illusionary yet effective spell, causes the victim to fight ones nemesis PH2
141 Wildfire TOM2
142 Wildwind TOM2
143 Wish Will duplicate any Wizard spell of levels 0-8 or any other spell of levels 0-7. Wish is NOT any more powerful than any other 9th level spell, it is simply more versatile (in fact, this makes the spell's effect weaker).
You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. During a reset, you may use at most one wish on each stat, (or) two wishes on one stat (and none on the others).
DM
144 Wish PH2
145 Wish As limited wish, but with fewer limits. PH3
146 Wish PH2
147 Wish 9 Meta Wish for a SL=0 to 8 Wizard spell DM
148 Wordwalk This portal connect Planes of Existence to each other FRA
149 Worldwalk FRA2

[S2] Wizard Spells


[S2.10] Level 10 Wizard Spells

# Name School Effect Source New?
1 Abrasion DK2
2 Advanced Domination DK2
3 Afflict Dweomer Cnj Target cannot make saving throws (no save) HLC2:124
4 Alter Quantum State Nec Changes your Quantum State to match the current Omniverse DM
5 Aluap's Blizzard Inv/E-W (time in rounds squared) hull dmg (cold + negative) DM? (i)?
6 Aluap's Curse Enc x2 or less magic item non-functional for 1 day DM? (i)?
7 Aluap's Dragon Cnj/Evo 32 HD, immune 1st-5th spells, breathes annihlation DM? (i)?
8 Analyze Monster Div know all pertinent info about monster & his race DM? (i)?
9 Animate Dead Dweomer Nec Animates CL^2 HD of skeletons/zombies HLC2:129
10 Animate Object Dweomer Alt Object is animated, has 1P, may use your melee abilities HLC2:123
11 Anti-Dispel Magic Shell Abj/Enc your effects are non-dispellable (inc.shell) DM? (i)?
12 Anti-Life Energy Nec lose 1 level/r in (large) affected area DM? (i)?
13 Anti-Magic Shell (0th-9th) DM
14 Anti-Magic Shell (SL 10) Turns off spells and magical effects of spell levels 0-9. DM
15 Anti-Magic Shell 10 Abj Anti-Magic of SL 0 to 9 DM
16 Armor 10 Abj +CL*20 current hp DM
17 Banish Dweomer Abj Sends target to its home plane (no save, half MR/iMR) HLC2:121
18 Bind Dweomer Cnj Target must undertake or refrain from a single action HLC2:125
19 Bizarre Cnj/Wil random wild magic (wand of wonder) effects in large area DM? (i)?
20 Bloodlust Nec vampiric regen (cumul. with self) 1t DM? (i)?
21 Burrow Alt/Ele can move/breathe any element, para, or quasi as if air DM? (i)?
22 Camouflage Ill/Abj masks from up to x2 detection/divination effects DM? (i)?
23 Chain Lightning 10 Inv Do CL lightning hits for CLd10 dmg, decreases 1 die per hit DM
24 Change Reality Alt Will duplicate any Wizard spell of levels 0-9 or any other spell of levels 0-8. DM
25 Change Reality DM
26 Charm Dweomer Enc Charms a living or undead creature (no save) HLC2:125
27 Cling Fire Enc aura on weapon, when hits: do weapon dmg each round auto. DM? (i)?
28 Conceal Dweomer Ill Makes target undetectable by 1 particular spell HLC2:127
29 Cone of Cold 10 Inv CLd20+CL cold dmg to a group (save:½) DM
30 Conjure Dweomer Cnj Brings a very large amount of matter (pick an element) here HLC2:125
31 Control Gravity Alt +- 1 G gravity per level in large area for 1t DM? (i)?
32 Create Dweomer Evo Wall of any element, dmg = (2*CL)d8+(CL) (no save) HLC2:128
33 Death Spell 10 Nec Slay 10d12 HD of creatures (save) DM
34 Death's Speed Alt (1M concentration) go to 10 V, 10 P actions per round DM? (i)?
35 Defensive Magic Abj +1 or better weapon to hit for 1t (cumul. w/self) DM? (i)?
36 Delude Dweomer Ill Mirage Arcana on a target (can move), ignores high Int/Wis HLC2:127
37 Destroy Dweomer Alt Item is destroyed (no item save) HLC2:123
38 Dispel Dweomer Abj Disjoins any x1 effect (any type) (no save) HLC2:122
39 Dispel Exhaustion 10 Alt Restore 97% of dmg taken, get an Original Haste 10 for 1 round DM
40 Dispel Magic 10 Enc Dispel 8 magic effects DM
41 Down a Hole Alt Target is put Down a Hole (no save) DM
42 Drain MF Alt Drains MF in area by 1 for 1 turn (note it is difficult to cast this spell if current MF is less than 10) DM
43 Duplicate Monster Evo duplicate a x1 monster (not incl. classes) DM? (i)?
44 Eridor's Ebony Bolt Inv 4 perm. hp loss/lvl, no MR, cannot be resisted DM? (i)?
45 Eridor's Emerald Wall Evo anything touching wall is temporal stasised DM? (i)?
46 Eridor's Planar Curtain Ill/Abj area is super-invisible unless on same plane DM? (i)?
47 Fall Short Abj all spells with finite range cannot affect you for 1t DM? (i)?
48 Feeblemind 10 Enc -50 mental stat points (randomly distributed in packets of 5) (save per packet) DM
49 Fighting Magic Alt all creatures in area get +lvl TH, +lvl dmg for 1t DM? (i)?
50 Fire Maze Ill/Inv maze spell on lvl creatures, each takes 10 fire dmg/r DM? (i)?
51 Fire Shield 10 Abj Anyone who melees with you takes 225% dmg back DM
52 Fireball 10 Inv CLd20 fire dmg to a group (save:½) DM
53 Forsee Dweomer Div Ask a question, gives cryptic answer if knowledge is guarded HLC2:126
54 Fortify Dweomer Alt/Enc One ability or ability score is improved by 10-40% HLC2:123
55 Fourth & Fifth Level Magic-User Spells DM
56 Fourth Level Magic-User Spells (DM1) Ill Cast any four 4th level Wizard spells simultaneously when it is cast. DM
57 Fourth Level Magic-User Spells (DM2) Ill Can cast one 4th Level Wizard spell per round as Z action DM
58 Globe of Invulnerability 10 Abj Immune to spells with SL=0 to 9 DM
59 Hurd's Obligation Cnj Targets are bound to report all treasure they found in area HLC2:136
60 Imbue Dweomer Enc/Evo Give a creature a "Level:" ability up to Level=CL/2 HLC2:126
61 Immediate Animation DK2
62 Immediate Monster Summoning X Cnj, Chrono Summons a DL VIII monster without summoning sickness DM
63 Insane Spell Caster Alt/Enc immune psi, +10 fighting lvls, +50% hp, 0M action DM? (i)?
64 Kolin's Undead Legion Nec Animates 200 HD of skeletons/zombies remotely, same plane HLC2:136
65 Kreb's Flaming Dragon Ill Creates an age 1d4+4 red dragon with 80% of statistics HLC2:137
66 Kreb's Stately Veil Ill Target gains a Cml=CL, appears wealthy and impressive HLC2:137
67 Lightning Bolt 10 Inv CLd20 lightning dmg to a group (save:½) DM
68 Magic Missile 10 Inv (CL+1)*5 missiles, each does 1d4+1 force dmg (no save) DM
69 Magical Minions DK2
70 Magical Plague DK2
71 Mana Vampirism Enc/Inc can convert 4 hp -> 1 spell level at will for 1t DM? (i)?
72 Mass Magic Jar Enc You Magic Jar into a whole group of targets (Magic Jar save), can use P/V actions through all of them at once, damage to any of them damages you DM
73 Meteor Swarm 10 Inv 5 meteors each dealing 12d5 earth dmg & same fire dmg (save:½ for fire) DM
74 Monster Summoning 10 Cnj Summon a DL=8 monster DM
75 Monster Summoning VIII DM
76 Monster Swarm Summoning X Cnj Summons CL/4 (round down) DL IX monsters DM
77 Mordenkainen's Disjunction 10 Enc Disjunct 2 effects (any type) DM
78 MultiPrismatic Spray 10 Ill Roll 4 times on the Prismatic table or 2 times on the MultiPrismatic table DM
79 Nazzer's Nullification Abj Creates a DMZ (Dispel Magic Zone) HLC2:137
80 Negative Energy Ball Nec 30' radius: caster lvl energy drain, save for h DM? (i)?
81 Neja's Irresistible Plea Enc Suggestion (no save) HLC2:138
82 Neja's Toadstool Alt Turns target into a toadstool (no save) HLC2:138
83 Neja's Unfailing Contempt Cnj When someone says something bad about caster: taunts area HLC2:139
84 Original Haste 10 Alt x11/2 # Attacks, x11/2 move rate DM
85 Original Stoneskin 10 Abj Block the next 7 P actions of attacks DM
86 Pact DK2
87 Phantom Dweomer Div Mirage Arcana on an area (immobile), ignores high Int/Wis HLC2:127
88 Physical Alteration Alt/Met poly object with detail (can do circuitry, etc.) DM? (i)?
89 Physical Loss Cha target loses 1P action for 1t DM? (i)?
90 Power Word Blind 10 Cha Blinds & stuns a creature if current hp < 200 (no save) DM
91 Power Word Fragment Cnj 1 body part of target is removed DM? (i)?
92 Power Word Kill 10 Cha Kills a creature if current hp < 150 (no save) DM
93 Power Word Stun 10 Cha Stuns a creature if current hp < 400 (no save) DM
94 Prismatic Solid Ill Add a "Special" to entire room of Prismatic-ness (1 prismatic effect per person per segment) DM
95 Prismatic Sphere 10 Abj 8 Prismatic colors or 6 MultiPrismatic colors (may repeat colors in either mode) DM
96 Prismatic Wall 10 Abj 10 Prismatic colors or 8 MultiPrismatic colors (may repeat colors in either mode) DM
97 Psionic Shield Abj class VI/esper-blind but can still use psi for 1t DM? (i)?
98 Ratecliffe's Deadly Finger Nec Slays all in area (those with HD>CL get a saving throw) HLC2:140
99 Ray of Enfeeblement 10 Cha -50 physical stat points (randomly distributed in packets of 5) (save per packet) DM
100 Reflect Dweomer Abj One action or effect is reflected to caster (no save) HLC2:122
101 Resist Magic Abj +2%/lvl MR for 1t DM? (i)?
102 Reveal Dweomer Div All "Detect" spells, Know whether Dust is in use within 30' HLC2:126
103 Rift DK2
104 Shadow Shape Ill Make a fake monster (AC 6, 80% of it's hp/dmg) HLC2:127
105 Shield 10 Abj AT +40 source DM
106 Ship In A Bottle Abj area iron flask (imprisonment) effect DM? (i)?
107 Shock Field Abj fire shield, spells that go through 100-SL*5% failure DM? (i)?
108 Slay Dweomer Nec Slays any one target or HD=CL total on multiple targets HLC2:129
109 Specific Monster Summoning X Cnj Choose Far Realm, Immortal, Nightmare, or Tarrasque. You summon 1 DL X monster of that type. DM 4.0
110 Spell Turning 10 Abj Turns the next CL*5/2 SL's of spells DM
111 Strike Dweomer Evo (30*CL)d8 dmg to one target, any type of dmg, no save HLC2:129
112 Summon Dweomer Cnj Summons a creature (your choice, not random) with HD < CL HLC2:125
113 Tap Dweomer Nec Move CLdCL current hp from one target to another (no save) HLC2:129
114 Tenser's Telling Blow Evo Three 20d8+20 force blasts: (1 no save) (1 save:½) (1 save:0) HLC2:140
115 Tenser's Transformation 10 Alt +200% of max hp to current hp, +6 TH melee DM
116 Time Stop 10 Alt Stops time for 1d5 rounds DM
117 Transform Dweomer Alt Shapechange permanently, to creature or object HLC2:124
118 Transport Dweomer Alt Teleport without Error, ignores proof vs. Teleportation HLC2:124
119 Wacky Ball 10 / Normal / ½ (Ld1000, save: ½) DM
120 Wall of Ash DK2
121 Ward Dweomer Abj Become immune to one type of attack/element HLC2:122
122 Wish 10 Meta Wish for a SL=0 to 9 Wizard spell DM
123 Wulf's Erasure Abj All writings/glyphs/symbols/books/scrolls in area erased HLC2:140
124 Wulf's Rectification Abj Sends 1d4+1 targets to home plane (no save, -20% MR/iMR) HLC2:141
125 Yunni's Herald Alt/Enc Message spell across planes, can move CL planes distant HLC2:141

[S2] Wizard Spells


[S2.11] Level 11 Wizard Spells

# Name School Effect Source New?
1 Alter Memorization Cha/Inc (Interrupt: 1 future M) foul up spell as it's cast DM
2 Anti-Magic Shell (0th-10th) DM
3 Anti-Magic Shell (SL 11) Turns off spells and magical effects of spell levels 0-10. DM
4 Anti-Magic Shell 11 Abj Anti-Magic of SL 0 to 10 DM
5 Armor 11 Abj +CL*22 current hp DM
6 As You Are Nec target's XP divisor increased by 1 (reverse's minimum = 1) DM
7 As You Were Chrono Target's experience levels halve (round up) (no save) DM
8 Bestow Save Alt/Wil get saves vs effects with no save 1t/lvl DM
9 Between Cnj/Tem time jump to any time and any place, no error DM
10 Black Tornado Nec/Alt negative energy ball with duration 1t/lvl and moves DM
11 Cell Disruption Alt 1 cumul. dmg/r, no MR, cannot be dispelled/disjoined DM
12 Chain Lightning 11 Inv Do CL lightning hits for CLd11 dmg, decreases 1 die per hit DM
13 Cone of Cold 11 Inv CLd22+CL cold dmg to a group (save:½) DM
14 Continuous (one spell is continuous) DM
15 Create Demiplane Cnj creates a small demiplane for 1d/lvl DM
16 Create Undead Cnj/Nec create any 1 normal undead (demilich, vampire, etc.) DM
17 Crossbreed Alt crossbreeds successfully any two races DM
18 Death Spell 11 Nec Slay 11d12 HD of creatures (save) DM
19 Discover Div/Tem continuous precognition 1r into future for 1t DM
20 Dispel Exhaustion 11 Alt Restore 98% of dmg taken, get an Original Haste 11 for 1 round DM
21 Dispel Magic 11 Enc Dispel 9 magic effects DM
22 Divine Ascension Cnj (need to cast many times) don't need a patron deity DM
23 Duplicate Item Enc duplicate a x1 magic or psi item that uses charges DM
24 Duplicate Mechanism Alt duplicate a technology item DM
25 Feeblemind 11 Enc -55 mental stat points (randomly distributed in packets of 5) (save per packet) DM
26 Fifth Level Magic-User Spells (DM1) Ill Cast any four 5th level Wizard spells simultaneously when it is cast. DM
27 Fifth Level Magic-User Spells (DM2) Ill Can cast one 5th Level Wizard spell per round as Z action DM
28 Fire Shield 11 Abj Anyone who melees with you takes 250% dmg back DM
29 Fireball 11 Inv CLd22 fire dmg to a group (save:½) DM
30 Globe of Invulnerability 11 Abj Immune to spells with SL=0 to 10 DM
31 Immediate Monster Summoning XI Cnj, Chrono Summons a DL IX monster without summoning sickness DM
32 Lightning Bolt 11 Inv CLd22 lightning dmg to a group (save:½) DM
33 Loop/Reality Stability Chrono Loop/Reality Stability (duration 1 day), reverse removes it (no save) DM
34 Magic Missile 11 Inv (CL+1)*11/2 missiles, each does 1d4+1 force dmg (no save) DM
35 Mental Loss Cha target loses 1M action for 1t DM
36 Meteor Swarm 11 Inv 6 meteors each dealing 14d6 earth dmg & same fire dmg (save:½ for fire) DM
37 Monster Summoning 11 Cnj Summon a DL=9 monster DM
38 Monster Summoning IX DM
39 Monster Swarm Summoning XI Cnj Summons CL/8 (round down) DL X monsters DM
40 Mordenkainen's Disjunction 11 Enc Disjunct 3 effects (any type) DM
41 MultiPrismatic Spray 11 Ill Roll 5 times on the Prismatic table or 3 times on the MultiPrismatic table DM
42 Negation Blast Enc all x1 items within 30 yards turn off for 1t DM
43 Original Haste 11 Alt x6 # Attacks, x6 move rate DM
44 Original Stoneskin 11 Abj Block the next 8 P actions of attacks DM
45 Planet Swarm Evo target struck by 4 gas giants or 8 small planets (?!) DM
46 Power Word Blind 11 Cha Blinds & stuns a creature if current hp < 240 (no save) DM
47 Power Word Kill 11 Cha Kills a creature if current hp < 180 (no save) DM
48 Power Word Stun 11 Cha Stuns a creature if current hp < 480 (no save) DM
49 Prismatic Sphere 11 Abj 9 Prismatic colors or 7 MultiPrismatic colors (may repeat colors in either mode) DM
50 Prismatic Wall 11 Abj 11 Prismatic colors or 9 MultiPrismatic colors (may repeat colors in either mode) DM
51 Psionic Reflection Abj any undesired psionic effect is reflected for 1t DM
52 Ray of Enfeeblement 11 Cha -55 physical stat points (randomly distributed in packets of 5) (save per packet) DM
53 Reconstruct Alt recreate any x1 or less item that was destroyed DM
54 Reset Self DM
55 Shield 11 Abj AT +44 source DM
56 Sixth & Seventh Level Magic-User Spells DM
57 Spell Turning 11 Abj Turns the next CL*3 SL's of spells DM
58 Step Out of It Inv/Meta recasts a chosen spell every round. DM
59 Step Out of It (see section (C) for effects) DM
60 Symbol Of Wizardry Enc all that look at symbol have their spells reset DM
61 Tenser's Transformation 11 Alt +225% of max hp to current hp, +7 TH melee DM
62 Time Stop 11 Alt Stops time for 1d6 rounds DM
63 Unlimited Wish DM
64 Wacky Ball 11 / Normal / ½ (Ld10000, save: ½) DM
65 Wish 11 Meta Wish for a SL=0 to 10 Wizard spell DM

[S2] Wizard Spells


[S2.12] Level 12 Wizard Spells

# Name School Effect Source New?
1 Anti-Magic Shell (0th-11th) DM
2 Anti-Magic Shell (SL 12) Turns off spells and magical effects of spell levels 0-11. DM
3 Anti-Magic Shell 12 Abj Anti-Magic of SL 0 to 11 DM
4 Armor 12 Abj +CL*24 current hp DM
5 Chain Lightning 12 Inv Do CL lightning hits for CLd12 dmg, decreases 1 die per hit DM
6 Cone of Cold 12 Inv CLd24+CL cold dmg to a group (save:½) DM
7 Death Spell 12 Nec Slay 12d12 HD of creatures (save) DM
8 Dispel Exhaustion 12 Alt Restore 99% of dmg taken, get an Original Haste 12 for 1 round DM
9 Dispel Magic 12 Enc Dispel 10 magic effects DM
10 Eighth & Ninth Level Magic-User Spells DM
11 Feeblemind 12 Enc -60 mental stat points (randomly distributed in packets of 5) (save per packet) DM
12 Fire Shield 12 Abj Anyone who melees with you takes 275% dmg back DM
13 Fireball 12 Inv CLd24 fire dmg to a group (save:½) DM
14 Globe of Invulnerability 12 Abj Immune to spells with SL=0 to 11 DM
15 Immediate Monster Summoning XII Cnj, Chrono Summons a DL X monster without summoning sickness DM
16 Lightning Bolt 12 Inv CLd24 lightning dmg to a group (save:½) DM
17 Magic Missile 12 Inv (CL+1)*6 missiles, each does 1d4+1 force dmg (no save) DM
18 Meteor Swarm 12 Inv 7 meteors each dealing 16d7 earth dmg & same fire dmg (save:½ for fire) DM
19 Monster Summoning 12 Cnj Summon a DL=10 monster DM
20 Monster Summoning X DM
21 Monster Swarm Summoning XII Cnj Summons CL/16 (round down) DL XI monsters DM
22 Mordenkainen's Disjunction 12 Enc Disjunct 4 effects (any type) DM
23 MultiPrismatic Spray 12 Ill Roll 6 times on the Prismatic table or 4 times on the MultiPrismatic table DM
24 Original Haste 12 Alt x13/2 # Attacks, x13/2 move rate DM
25 Original Stoneskin 12 Abj Block the next 9 P actions of attacks DM
26 Pixelate Reality Pixelate target (no save) DM
27 Power Word Blind 12 Cha Blinds & stuns a creature if current hp < 280 (no save) DM
28 Power Word Kill 12 Cha Kills a creature if current hp < 210 (no save) DM
29 Power Word Stun 12 Cha Stuns a creature if current hp < 560 (no save) DM
30 Prismatic Sphere 12 Abj 10 Prismatic colors or 8 MultiPrismatic colors (may repeat colors in either mode) DM
31 Prismatic Wall 12 Abj 12 Prismatic colors or 10 MultiPrismatic colors (may repeat colors in either mode) DM
32 Ray of Enfeeblement 12 Cha -60 physical stat points (randomly distributed in packets of 5) (save per packet) DM
33 Reset (Self or Other) DM
34 Shield 12 Abj AT +48 source DM
35 Sixth Level Magic-User Spells (DM1) Ill Cast any four 6th level Wizard spells simultaneously when it is cast. DM
36 Sixth Level Magic-User Spells (DM2) Ill Can cast one 6th Level Wizard spell per round as Z action DM
37 Spell Turning 12 Abj Turns the next CL*7/2 SL's of spells DM
38 Tenser's Transformation 12 Alt +250% of max hp to current hp, +8 TH melee DM
39 Time Stop 12 Alt Stops time for 1d7 rounds DM
40 Unchangeable Reality DM
41 Wacky Ball 12 / Normal / ½ (Ld100000, save: ½) DM
42 Wish 12 Meta Wish for a SL=0 to 11 Wizard spell DM

[S2] Wizard Spells


[S2.13] Level 13 Wizard Spells

# Name School Effect Source New?
1 Anti-Magic Shell 13 Abj Anti-Magic of SL 0 to 12 DM
2 Armor 13 Abj +CL*26 current hp DM
3 Chain Lightning 13 Inv Do CL lightning hits for CLd13 dmg, decreases 1 die per hit DM
4 Cone of Cold 13 Inv CLd26+CL cold dmg to a group (save:½) DM
5 Death Spell 13 Nec Slay 13d12 HD of creatures (save) DM
6 Dispel Exhaustion 13 Alt Restore 100% of dmg taken, get an Original Haste 13 for 1 round DM
7 Dispel Magic 13 Enc Dispel 11 magic effects DM
8 Feeblemind 13 Enc -65 mental stat points (randomly distributed in packets of 5) (save per packet) DM
9 Fire Shield 13 Abj Anyone who melees with you takes 300% dmg back DM
10 Fireball 13 Inv CLd26 fire dmg to a group (save:½) DM
11 Globe of Invulnerability 13 Abj Immune to spells with SL=0 to 12 DM
12 Lightning Bolt 13 Inv CLd26 lightning dmg to a group (save:½) DM
13 Magic Missile 13 Inv (CL+1)*13/2 missiles, each does 1d4+1 force dmg (no save) DM
14 Meteor Swarm 13 Inv 8 meteors each dealing 18d8 earth dmg & same fire dmg (save:½ for fire) DM
15 Monster Summoning 13 Cnj Summon a DL=11 monster DM
16 Monster Swarm Summoning XIII Cnj Summons CL/32 (round down) DL XII monsters DM
17 Mordenkainen's Disjunction 13 Enc Disjunct 5 effects (any type) DM
18 MultiPrismatic Spray 13 Ill Roll 7 times on the Prismatic table or 5 times on the MultiPrismatic table DM
19 Original Haste 13 Alt x7 # Attacks, x7 move rate DM
20 Original Stoneskin 13 Abj Block the next 10 P actions of attacks DM
21 Pixelation Protection Reality Immune Pixelation (this spell lasts for 1 effect) DM
22 Power Word Blind 13 Cha Blinds & stuns a creature if current hp < 320 (no save) DM
23 Power Word Kill 13 Cha Kills a creature if current hp < 240 (no save) DM
24 Power Word Stun 13 Cha Stuns a creature if current hp < 640 (no save) DM
25 Prismatic Sphere 13 Abj 11 Prismatic colors or 9 MultiPrismatic colors (may repeat colors in either mode) DM
26 Prismatic Wall 13 Abj 13 Prismatic colors or 11 MultiPrismatic colors (may repeat colors in either mode) DM
27 Ray of Enfeeblement 13 Cha -65 physical stat points (randomly distributed in packets of 5) (save per packet) DM
28 Shield 13 Abj AT +52 source DM
29 Spell Turning 13 Abj Turns the next CL*4 SL's of spells DM
30 Tenser's Transformation 13 Alt +275% of max hp to current hp, +9 TH melee DM
31 Time Stop 13 Alt Stops time for 1d8 rounds DM
32 Wish 13 Meta Wish for a SL=0 to 12 Wizard spell DM

[S3] Priest Spells


[S3.0] Level 0 Priest Spells (Orisons)

# Name Sphere Effect Source
1 Alleviate Hea Removes nausea, pain {1 creature} S&M2
2 Barkskin 0 Pla,Pro AT +1 source DM
3 Blade Barrier 0 Gua 2d2 dmg wall (shards) DM
4 Bless 0 All +1 TH or saves DM
5 Bless Minor All Weapon is considered +0 (magical) weapon {1 object} DM
6 Call Lightning 0 Com,Ele (CL+2) lightning dmg (save:½) (halve damage if not outside) DM
7 Calm (orison) Cha Removes fear/confusion/enrage {1 creature} S&M2
8 Clarity Cha Can speak without impediment {1 creature} S&M2
9 Courage (orison) 1 t {1 group} +1 TH with next to hit roll
10 Create Water (orison) Cre,Ele Create 2L gallons of water PH3
11 Cure Minor Wounds Hea Cure 1 hp {Touch, 1 creature} PH3
12 Cure Tiny Wounds Hea Cure 1 hp {Touch, 1 creature} DM
13 Cure Wounds 0 Hea Cures 1d2 hp DM
14 Detect Magic (orison) Div Detect magic (type/power require 1r to get) 60' {self only} PH3
15 Detect Poison Div Detect poisons within 22+3L' r {self only} PH3
16 Faerie Fire 0 Ele Target gets -1 AC DM
17 Flare Evo -1 TH (no save) {1 creature} PH3
18 Goodberry 0 Hea,Pla Creates 1 goodberry DM
19 Guidance (2) Tho +1 with next Int or Wis check {1 creature} S&M2
20 Guidance (3) Gua +1 with next stat check, to hit roll, or save {1 creature} PH3
21 Heal 0 Hea Cure to 2% of max hp (max Heal 0 can cure at once = 3 hp) DM
22 Healing Hea Cure 1 hp {Touch, 1 creature} S&M2
23 Hold Person/Monster 0 Cha Hold 1 person target (save) DM
24 Imbue with Spell Ability 0 All Imbue 0.25 SL's to someone DM
25 Inflict Minor Wounds Nec Cause 1 dmg {Touch, 1 creature} S&M2
26 Know Direction Div Know direction of true north {self only} PH3
27 Light (orison) Evo Object glows w/ light 20' r (No blindness/AC adj.) {Touch, 1 object} PH3
28 Magic Sense Div Detect magic 30' {self only} S&M2
29 Memory Tho +2 checks when trying to memorize/recall {1 creature} S&M2
30 Mending (orison) Cre Repairs a small tear or break {1 object} PH3
31 Protection from Fire 0 Ele,Pro Stop the next CL fire dmg DM
32 Protection from Lightning 0 Ele,Pro Stop the next CL lightning dmg DM
33 Purify Food & Drink (orison) All Makes food & drink consumable & fresh {1 group} PH3
34 Read Magic (orison) All Can read magical writings at 1 page per minute {self only} PH3
35 Regenerate 0 Nec Regenerates 1 hp /h DM
36 Resist Fire/Resist Cold 0 Ele,Pro Take -20% dmg vs. fire or cold DM
37 Resistance Pro +1 saves {Touch, 1 target} PH3
38 Resistance to Magic Pro +1 to next save vs. magic {1 target} S&M2
39 Resistance to Poison Pro +1 to next save vs. poison {1 creature} S&M2
40 Virtue Gua +1 hp (even above max) {Touch, 1 creature} PH3

[S3] Priest Spells


[S3.1] Level 1 Priest Spells

# Name Sphere Effect Source
1 Analyze Balance Num,Div Detect how many alignments away from TN 240' {self only} TM2
2 Animal Call Ani,Sum Makes a loud sound which animals recognize DM/internet?
3 Animal Companion Ani,Cha Make an animal your companion (not familiar) {1 creature} OA1
4 Animal Friendship Ani,Cha Charm Animal (save) {1 creature} PH1
5 Anti-Vermin Barrier Wrd Repels insects of less than 1 HD TM2
6 Astral Celerity Ast x2 move rate in Astral; x1.5 move rate Ethereal {self only} S&M2
7 Augury Div Know if an action will be for good/bad (70+L%) {self only} OA1
8 Awaken Sen,Cha Caster awakens when trigger set off DM/internet?
9 Babble Obs,C All spoken languages in area uncomprehensible DM/internet?
10 Balancing Mob Gives target sense of physical balance/agility DM/internet?
11 Bane Cha All enemies get -1 TH and -1 fear saves (save) {1 group} PH3
12 Barkskin 1 Pla,Pro AT +2 source DM
13 Battle Cry War,Com Loud cry that rally creatures on caster's side DM/internet?
14 Battlefate C +/- (L+2)/3 to one of: AC, saves, TH, dmg {1 creature} S&M2
15 Beneficience Cha +20% reactions {Touch, 1 creature} OA1
16 Benefit of Clergy Cha,Pro Protects an innocent priest from suspicion DM/internet?
17 Bestow Good/Bad Luck Luc,Cha Gives an increase/decrease in an action's odds DM/internet?
18 Blade Barrier 1 Gua 3d3 dmg wall (shards) DM
19 Bless (1) / Blight All +1 TH; +1 morale (or reverse) {1 target} PH1
20 Bless (3) All All allies get +1 TH and +1 fear saves {1 group} PH3
21 Bless 1 All +1 TH and saves DM
22 Bless Water All,Ele Turns 1 pint of water into holy water {Touch, 1 object} PH3
23 Blessed Watchfulness Gua Remain alert; Immune sleep; +2 vs Charms {Touch, 1 creature} S&M2
24 Blinding Beam Sun Bright beam that causes temporary blindness DM/internet?
25 Bone Skin Und Skin becomes as hard as bone (still flexible) DM/internet?
26 Burial All,Pro Buries and protects from undead status DM/internet?
27 Calculate Num Know chance of success in doing 1 action {self only} S&M2
28 Call Lightning 1 Com,Ele (CL+2)d4 lightning dmg (save:½) (halve the die type if not outside) DM
29 Call Upon Faith Sum,Num 0 TM2 {1 group}
30 Calm (1) Cha Removes fear/confusion/enrage (L HD total) {1+ creatures} OA1
31 Calm Animals Ani,Cha Removes fear/confusion/enrage (4+L HD total) {1+ creatures} S&M2
32 Cantrip All Can cast 1 orison (Pri 0) per round as a Z action DM
33 Castigate Com Punishes (weakens) those of differing alignment DM/internet?
34 Cause Fear Cha Fear (save), max 6 HD {1 creature} PH3
35 Ceremony All Coming of Age; Burial; Marriage; Consecrate {Touch, 1 target} UA1
36 Chameleon Skin Ani Changes skin coloration to that of background DM/internet?
37 Clear Thoughts Cha,L Clears and calms thoughts of target DM/internet?
38 Coalstone Ele,Cre Creates a small coal (takes very long to burn) DM/internet?
39 Cobra Bite Ani Caster gains a weakly poisonous bite DM/internet?
40 Combine All -4 AC; no Dex adj.; Add Pri CLs for effects {Touch, 1+ creatures} UA1
41 Command Cha Suggestion for 1 word (save) {1 creature} PH2
42 Command 1 Cha Target makes 1 save, each missed save allows 1 word for a command to be given DM
43 Comprehend Languages Tho,Div Read/Write (not speak) 1 language {Touch, 1 creature} PH1
44 Conjure Elemental 1 Ele,Sum Conjure a DL=0 elemental DM
45 Contact Spirit Ast,Pha Contacts a lesser outer planar spirit DM/internet?
46 Courage (2) War Automatically make first morale check {200 creatures} TM2
47 Courageous Act War,Cha Forces target to make courageous (foolish?) act DM/internet?
48 Create Trail Tra Trail forms to lead the way for 1 mile DM/internet?
49 Create Water Cre,Ele Create 4L gallons of water {1 group} PH2
50 Creeping Doom 1 Sum 2 insect dmg DM
51 Cure Light Wounds (0) Hea Cure 2d6+1 (choose 1 die) (or) 6 hp {Touch, 1 creature} RC0
52 Cure Light Wounds (1) Hea Cure 2d8 (choose 1 die) (or) 6 hp {Touch, 1 creature} PH1
53 Cure Light Wounds (3) Hea Cure 2d8+L (choose 1 die), reverse has save:½ {Touch, 1 creature} PH3
54 Cure Wounds 1 Hea Cures 1d8 hp (can take offer of 6 per die -> 6 hp) DM
55 Cure/Cause Nausea Hea Cures or causes nausea effects DM/internet?
56 Curse Water All,Ele Turns 1 pint of water into unholy water {Touch, 1 object} PH3
57 Death's Door 1 Hea,Nec Target (currently at negative hp) goes to -10 hp DM
58 Deathwatch Div,Nec Know how injured all in area is {1 group} PH3
59 Deep Breath Ele Has a deep breath which lasts for duration {Touch, 1 creature} DK2
60 Defensive Harmony Pro Circle of hands become defended against attack DM/internet?
61 Deflection Pro Get a save vs. each missile weapon for 0 dmg {1 creature} OA1
62 Detect Animals or Plants Ani,Pla,Div Detect one type of animal or plant 400+40L' {self only} PH3
63 Detect Balance All,Div Detect balance/non-balance 60' {self only} UA1
64 Detect Chaos/Evil/Good/Law Div Detect one of: chaos, evil, good, law 60' {self only} PH3
65 Detect Danger Div Detect evil or traps 1 sq' /r {self only} RC0
66 Detect Disease Div Detect disease 10' {self only} OA1
67 Detect Evil (0) All,Div Detect evil & evil intent 120' {self only} RC0
68 Detect Evil (1) All,Div Detect evil & evil intent 120' {self only} PH1
69 Detect Harmony All,Div Gives percentage of good/neutral/evil in 100L' {self only} OA1
70 Detect Magic Div Detect magic 60' {self only} OA1
71 Detect Minerals Div,Ele Detects the presence of minerals (short range) DM/internet?
72 Detect Poison Div Detect poison by sight (1 cu yd /r) {self only} PH2
73 Detect Snares & Pits Div Detect snares & pits 40' {self only} PH1
74 Detect Undead Div,Nec Detect undead 60' {self only} PH3
75 Disembodied Ear Sen Caster can hear through mobile ear (visible) DM/internet?
76 Dispel Fatigue Nec,Hea Removes fatigue, exhaustion {1 creature} S&M2
77 Dispel Fatigue Hea Removes feelings of fatigue or tiredness DM/internet?
78 Divine Favor All,Com +(L+2)/3 TH and dmg {self only} PH3
79 Divining Rod Div Locate common object or force of nature OA1
80 Doom All -2 TH, dmg, stat checks, saves (save) {1 creature} PH3
81 Druidical Curse Mal,Pla Target becomes at odds with woodlands DM/internet?
82 Elemental Bonding Ele,Hea Cure 2d4+1 (choose 1 die) (or) 4 hp, any target {Touch, 1 target} DK2
83 Emotion Read Tho Read a creatures emotional state (save) {1 creature} TM2
84 Endure Cold / Endure Heat Pro Immune to non-special cold/heat {Touch, 1 target} UA1
85 Endure Elements Pro -5 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
86 Entangle (3) L m {1 group} Need plants to use; -2 TH, -4 Dex, move 0 (save)
87 Entangle (1) Pla Need plants to use; Slow (no save); Stop (save) {1 group} PH1
88 Entropic Shield Pro,C Any missile has a 20% chance to miss you {self only} PH3
89 Entwine Pla As Entangle, 1 target, -4 to save DM
90 Entwine Pla A nearby plant attempts to capture the target DM/internet?
91 Enveloping Darkness Nig Sheath of darkness that surrounds the target DM/internet?
92 Faerie Darkness Pro +2 AC in darkness DM
93 Faerie Fire (0) Wea -2 AC on L/5+1 targets {1+ targets} RC0
94 Faerie Fire (1) Wea -2 AC {1 target} PH1
95 Faerie Fire (3) Wea Dispels darkness/blur/displacement/invisibility {1 group} PH3
96 Faerie Fire 1 Ele Target gets -2 AC DM
97 Feather Step Mob Lightens a creature's footsteps DM/internet?
98 Fiasco C,Cha Randomly causes minor actions in a group DM/internet?
99 Find Water Div Detects the location of water within 10 miles DM/internet?
100 Firelight Ele Fire produces no smoke, can be carried (0 dmg) {Touch, 1 object} S&M2
101 Flame Strike 1 Com,Ele CL/2 holy fire dmg (save:½) DM
102 Goodberry Pla,Hea 8 berries can cure 1 hp or act as 1 full meal. 8 berries are always created. It takes 1 movement action to eat up to 40 berries. The berries can also be smeared upon a target and will still have their effect (this is useful for targets that cannot eat). {Touch, 8 objects} PH3
103 Goodberry 1 Hea,Pla Creates 4 goodberries DM
104 Grip of Steel Mob,Ele Grip becomes exceptionally strong DM/internet?
105 Heal 1 Hea Cure to 5% of max hp (max Heal 1 can cure at once = 15 hp) DM
106 Heighten Sense Cha Improvement in one of the basic senses DM/internet?
107 Hide Animal Obs,Ani Hides an animal from detection or location DM/internet?
108 Hold Person/Monster 1 Cha Hold 3 person or 1 monster targets (save) DM
109 Holy Shit Gua,Mal Creates a mass of magical feces (grabs things) DM/internet?
110 Icicle Strike Com,Ele Hail of sharp icicles rain down on target DM/internet?
111 Imbue with Spell Ability 1 All Imbue 1 SL's to someone (max SL per spell = 0.25) DM
112 Inflict Light Wounds Hea Cause 2d8+L (choose 1 die) (save:½) {Touch, 1 creature} PH3
113 Interpret Omen Prf Interprets the meaning of a divine omen DM/internet?
114 Invisibility to Animals Ani Invisibility only to animals {Touch, 1 target} PH1
115 Invisibility to Spirits Nec,Pro Target invisible to spirits (until he attacks) DM/internet?
116 Invisibility to Undead Nec Invisibility only to undead {Touch, 1 target} PH3
117 Invisibility to Unlive Nec Invisibility to Unlive DM
118 Know Age Div Know age of target {1 target} TM2
119 Know Direction Div,Tra Know direction of north TM2
120 Know History Div Know general history of target {1 target} OA1
121 Know Intent Div Gives an idea about what target intends to do DM/internet?
122 Know Time Div,Tim Know date and day TM2
123 Leaf Blade Pla 2-4 leaves become hard & sharp for throwing DM/internet?
124 Light (0) Sun Light; can blind if targetted (save) {1 group} RC0
125 Light (1) Sun Light; can blind if targetted (save) {1 group} PH1
126 Lightning Orb Ele,Hea Small orb of elemental lightning to be thrown DM/internet?
127 Locate Div Locate one known animal or plant {self only} RC0
128 Locate Animals Div,Ani Locate any animals or 1 specific type {1 group} PH1
129 Locate Animals or Plants Ani,Pla Locate one type of animal/plant 300+60L' {self only} PH2
130 Log of Everburning Ele,Pla Wooden object will not "burn out" in duration {1 object} TM2
131 Magic Fang Com,Ani +1/+1 TH/dmg with one natural attack form {Touch, 1 creature} PH3
132 Magic Stone (1) Com (L+4)/5 stones get +1/+1 TH/dmg {1+ objects} UA1
133 Magic Stone (3) Com 3 stones do 1d6 (2d6 vs. undead), have +1/+1 {Touch, 3 objects} PH3
134 Magic Weapon Com Weapon has +1/+1 TH/dmg {Touch, 1 object} PH3
135 Magical Stone Com 3 stones do 1d4 (2d4 vs. undead); considered +1 {Touch, 3 objects} PH2
136 Marriage All,Luc Marries and guards a couple from misfortune DM/internet?
137 Mend Bones Hea Mends broken and chipped bones DM/internet?
138 Miracle I All Duplicate any level 0 Wiz or Pri spell DM
139 Mistaken Missive C Overwrites written message with reverse {Touch} TM2
140 Morale War +/- (L+4)/5 morale {200 creatures} TM2
141 Mystic Bolt Com,Spi Brown bolt that burns and fatigues target DM/internet?
142 Nauseating Gas Charm Area effect: Nauseated (-5 all actions) (Fort save) DM
143 Neutralize Acid Ele Transmutes acid into water & dust DM/internet?
144 Nightmare Nig,Cha Target gets strongly visual/realistic nightmare DM/internet?
145 Obscuring Mist Ele Everything has cover to each other {1 group} PH3
146 Omen Div Know general fortune of some major undertaking OA
147 Orison (2) ALL Adds 3+L Priest SL 0 spells to memorization S&M2
148 Panic Charm Target is Panicked (50% flee, 50% taunted towards you) (Will save) DM
149 Pass Without Trace Pla Can travel without leaving a trace {Touch, 1 creature} PH1
150 Penetrate Disguise Div Caster can see through target's disguise {1 creature} UA1
151 Peripheral Vision Sen Caster can see far to left & right sides DM/internet?
152 Personal Reading Num Know historical info about 1 creature {1 creature} TM2
153 Personal Reading Div Gives an idea about target's class,profession DM/internet?
154 Phantom Defender Pha,Gua Green outlined creature that guards area/person DM/internet?
155 Plant Ladder Pla Nearby plants form to make a tall ladder DM/internet?
156 Portent Div,Num Gets +1d7-4 to one die roll (know beforehand) {Touch, 1 creature} UA1
157 Precipitation Wea Causes 1/100 inch of rain per segment {1 group} UA1
158 Predict Weather (0) Div,Wea Detects upcoming weather {1 group} RC0
159 Predict Weather (1) Div,Wea Detects upcoming weather PH1
160 Proof Against Undeath Cos,Nec Target dead creature cannot be made undead {Touch, 1 target} DK2
161 Protection from C/E/G/L Pro Protection from AL; +1 saves; AL -1 TH {Touch, 1 creature} PH3
162 Protection from Chaos L Protection from chaos; +2 saves; chaos -2 TH {Touch, 1 creature} S&M2
163 Protection from Evil (0) Pro Protection from evil; +1 saves; evil -1 TH {self only} RC0
164 Protection from Evil (1) Pro Protection from evil; +2 saves; evil -2 TH {Touch, 1 creature} PH1
165 Protection from Fire 1 Ele,Pro Stop the next CL*2 fire dmg DM
166 Protection from Lightning 1 Ele,Pro Stop the next CL*2 lightning dmg DM
167 Purify Food & Drink All Makes food & drink consumable & fresh {1 group} PH1
168 Purify Water All,Ele Purifies water {1 group} PH1
169 Random Action C,Cha Confused (save) {1 creature} PH3
170 Reanimation Und,Nec Reanimates an undead creature recently "killed" DM/internet?
171 Regenerate 1 Nec Regenerates 1 hp /t DM
172 Relieve Burns/Frost Hea,Ele Removes burn and frostbite wounds DM/internet?
173 Remove Fear (0) Cha Removes fear; +L saves vs. fear {Touch, 1 creature} RC0
174 Remove Fear (2) Cha Removes fear on (L+3)/4 Cr; +4 saves vs. fear {1+ creatures} PH1
175 Remove Scars Hea Removes scars (but not burn/acid marks) DM/internet?
176 Remove Tracks Ani,Wea Cover tracks behind target creatures DM/internet?
177 Resist Pro -1/die vs. fire/cold; immune fatigue; delay hunger {Touch, 1 creature} OA1
178 Resist [E=1 element] Elemental Pick an E=1 element, you resist it for 1 hour. DM
179 Resist Cold (0) Pro Resist cold {Touch, 1 target} PH1
180 Resist Cold (1) Pro All creatures in area get resist cold {1 group} RC0
181 Resist Fire/Resist Cold 1 Ele,Pro Take -45% dmg vs. fire or cold DM
182 Resist/Cause Eye Contact Pro Resists/causes caster's & target's eye contact DM/internet?
183 Reverse Magic I All Casts effect's reverse if 1st level & in range DM/internet?
184 Ring of Hands Pro -4 AC; no Dex adj.; Acts as a Pro. Evil {Touch, 1-10 creatures} TM2
185 Sacred Guardian Gua Caster knows if target is in danger {Touch, 1 creature} TM2
186 Sanctuary (1) Pro Opponents must make save to attack target {Touch, 1 creature} PH1
187 Shield of Faith Pro +2+(L/6) AC {Touch, 1 creature} PH3
188 Shillelagh (2) Com,Pla Creates a club (2d4/1d4+1) +1/+0 {Touch, 1 object} PH2
189 Shillelagh (3) Com,Pla Creates a club (1d10/1d10) +1/+1 {Touch, 1 object} PH3
190 Skill Enhancer I Fab,Cha Improves chances of succeeding at an art skill DM/internet?
191 Snake Charm Ani,Cha Caster's hp in snakes do nothing (no save) {1+ creatures} OA1
192 Solar Flare Sun Hot light arcs between caster's hands (burns) DM/internet?
193 Speak with Animals Ani Can speak with animals. This spell does grant a sort of Knowledge subability score upon the target, so you do not actually have a conversation with a useless Int 0 plant. The target can convey what it has "seen","heard", and "felt" even though it may not be normally able of such sensation. Plants and Animals under a hostile influence (and all Dead) might not cooperate with the caster: they may tell lies or nothing at all. {1 group} PH1
194 Speak with Astral Traveler Ast Communicate with astral creature {Touch, 1 creature} TM2
195 Spittle Com Spit: Roll TH (Str+Dex) to Paralyze (save) {1 creature} GRA1
196 Stop Bleeding Nec,Hea Stops a creature from further bleeding (ranged) DM/internet?
197 Strength of Stone Ele Raise Str to 16 (or) +1d4 Str {Touch, 1 creature} S&M2
198 Stun Sphere Com Spherical area of short duration stun effect DM/internet?
199 Summon Monster I Sum Summons a DL 1 creature to fight for you {1 creature} PH3
200 Summon Nature's Ally I Sum,Ani Summons a DL 1 animal to fight for you {1 creature} PH3
201 Sunscorch Sun Save or 1d6+L dmg and blindness 1d4 r {1 creature} S&M2
202 Sustain [ability score] Pro Choose an ability score, it is sustained for 1 hour DM
203 Ten Ton Door War Makes vertical/swinging door weigh 10 tons DM/internet?
204 Thought Capture Tho Sense deaths or powerful emotions in past {1 group} TM2
205 Time Push Object Tim Pushes an inanimate object 1-3 rounds to future DM/internet?
206 Trance Div,Nec Get no actions; Detect spirits/curses/haunting {self only} OA1
207 Trance Div,Pha Caster can see phantoms/spirits in trance DM/internet?
208 Transfer Spell to Plant Pla Transfers one spell to originate from a plant DM/internet?
209 Treat Light Wounds Hea Cure 10% of max hp {Touch, 1 creature} DM
210 Warning Sen Gives a warning if danger ahead DM/internet?
211 Weapon Bless Com +5/+5 TH/dmg on first attack {Touch, 1 object} OA1
212 Weighty Chest Wrd x(1d4+1) weight to everyone except caster {Touch, 1 object} TM2
213 Wind Cloak Wea Target can move with the wind (incl. up & down) DM/internet?
214 Wind Column Ele Immune falling; can levitate 5' per V action {self only} S&M2

[S3] Priest Spells


[S3.2] Level 2 Priest Spells

# Name Sphere Effect Source
1 Aid Hea Bless; +2d8 (choose 1 die) hp (can above max) {Touch, 1 creature} UA1
2 Alter Odor/Taste Sen Changes the odor or taste of target
3 Animal Messenger Ani Sends animal to give message {1 creature} PH3
4 Animal Sight Ani Can see through the eyes of an animal
5 Animal Trance Ani,Cha 2d6 HD of animals Fascinated (save) {1+ creatures} PH3
6 Astral Awareness Ast Astral and Ethereal perception {self only} S&M2
7 Aura of Comfort Tra Target is comfortable {Touch, 1 creature} TM2
8 Aura of Nature Pla Cures plants/animals, stuns unnatural
9 Aurora Borealis Wea,Pha Partially disrupts psionics; hypnosis
10 Avenger Servant Com Stalker that punishes wrong-doers
11 Ball of String C Multicolor rolling string ball (weird effects)
12 Barkskin Pro,Pla AC 6-L/4 source; +1 saves {Touch, 1 creature} PH2
13 Barkskin (1) Pro,Pla +1 AC; +1 saves {Touch, 1 creature} PH1
14 Barkskin 2 Pla,Pro AT +6 source, +1 saves vs. spell DM
15 Bearhug Ani Grow claws and extra strength if using both arms
16 Beguiling Cha Charm brand a weapon; successful charm ends {Touch, 1 object} GRA1
17 Big Wooden Wagon Fab,Mob Creates a big wooden wagon (no horses though)
18 Black Circle Nig Dark glyph - fades out photo halflings
19 Blade Barrier 2 Gua 4d4 dmg wall (shards) DM
20 Bless 2 All +2 TH and saves DM
21 Bucket & Handle Fab Handle can be attached to anything
22 Bull's Strength Com +1d4+1 Str {Touch, 1 creature} PH3
23 Call Lightning 2 Com,Ele (CL+2)d6 lightning dmg (save:½) (halve the die type if not outside) DM
24 Call of the Wild Ani,Sum Stronger form of the Animal Call spell
25 Calm Chaos L Calms down chaotic scene {6L creatures} TM2
26 Calm Emotions Cha,L Calms emotions, max 6L creatures {1 group} PH3
27 Chant All Friends get +1 TH/dmg/saves; Enemies get -1. This spell requires you to chant: you do not lose a mental action, but spells with a V component cannot be cast unless Vocalize is being used. {1 group} PH1
28 Chaos Ward C +2 AC; +2 area saves; 15% Magic Reflection {Touch, 1 creature} S&M2
29 Charm Person or Mammal Cha Charm one humanoid or mammal {1 creature} PH1
30 Chill Metal Ele If metal armor causes 2d4 dmg cold /r {1 object} PH3
31 Clear Water Ele Purifies water; takes half volume {Touch} DK2
32 Command 2 Cha Target makes 2 saves, each missed save allows 1 word for a command to be given DM
33 Command Animal Ani,Cha Gain control of an animal's body
34 Commune with Lesser Spirit Div,Nec Can ask spirit L questions OA1
35 Conjure Elemental 2 Ele,Sum Conjure a DL=1 elemental DM
36 Conjure Vacuum Elemental Ele,Pha Conjures a vacuum elemental (sucks up air)
37 Consecrate Nec +3 Turn Undead rolls; Undead -1 TH/dmg/saves {1 group} PH3
38 Contact Astral Plane Ast Come into contact with a nearby astral creature
39 Count Objects Num Gives the number of stated objects within range
40 Create Coincidence Luc,Num Very weak form of standard Limited Wish spell
41 Create Holy Symbol Cre Creates a holy symbol {Touch, 1 object} TM2
42 Create Holy Water All,Ele Transforms 1 flask of water to holy water
43 Create Spring Cre,Ele Makes a fresh spring, L gallons per turn {Touch, 1 object} OA1
44 Create/Drought Rain/Snow Wea Changes humidity in area
45 Creeping Doom 2 Sum 10 insect dmg DM
46 Cure Mental Disorder Hea,Mal Cures any psionic,natural,magical insanity
47 Cure Moderate Wounds (2) Hea Cure 2d10+1 (choose 1 die) (or) 8 hp {Touch, 1 creature} S&M2
48 Cure Moderate Wounds (3) Hea Cure 4d8+L (choose 2 dice) (or) 12+L hp {Touch, 1 creature} PH3
49 Cure Wounds 2 Hea Cures 3d8 hp (can take offer of 6 per die -> 18 hp) DM
50 Darkness Sun Magical darkness 20' r {Touch, 1 object} PH3
51 Death Knell Nec Slain if <0 hp (save); you +1d8 hp, +2 Str, +1 CL {Touch, 1 creature} PH3
52 Death's Door 2 Hea,Nec Target (currently at negative hp) goes to -1 hp DM
53 Delay Poison Hea Delays affects of poisons contacted {Touch, 1 creature} PH3
54 Demonic Transformation C Temporarily polymorphs caster into a demon
55 Desecrate Nec -3 Turn Undead rolls; Undead +1 TH/dmg/saves {1 group} PH3
56 Detect Charm Div Detect charm/dominate/possession/etc. 90' {self only} PH1
57 Detect Life Div Detect life 10L'; doesn't give type {self only} UA1
58 Detect Psionics Div Detect Psionics 60' {self only} DM
59 Dispel Radiation Pro Dispels Radiation (1 target = auto success) {1 group} DM
60 Dissension's Feast C Whoever eats food becomes agitated {Touch, 1+ objects} TM2
61 Double Resist [E=1 element] Elemental Pick an E=1 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
62 Draw Upon Holy Might Sum +L/3 Str, Dex, Con, or Chr {self only} TM2
63 Dream Sight Div Dream Travel {self only} OA1
64 Dust Devil Ele,Sum Dust Devil: AC 4, HD 2, hp 16, Mv 18, dmg 1d4 {1 creature} UA1
65 Emotion Perception War Sense emotions 900' {self only} TM2
66 Endurance Tra +1d4+1 Con {Touch, 1 creature} PH3
67 Enthrall Cha Save or treat you as Chr 21, won't attack {1 group} UA1
68 Entreaty All,Cha Requests assistance/action from other followers
69 Ethereal Barrier Ast,Wrd Stops astral, ethereal, out-of-phase, dim door S&M2
70 Extinguish Fire Ele Puts out 1000 cubic feet of normal/magical fire
71 Faerie Fire 2 Ele Target gets -4 AC DM
72 Feign Death Nec,Cha This spell will cause all viewing the effect to save vs. spell at -level or not harm the target, believing it to be suitably dead/destroyed. {1 creature} PH1
73 Find Traps Div Detect mechanical/magic traps 90'. Highlights in the caster's mind places where (if he were to walk or touch there) a trap would be released. It does not point out where the trap is or how to disarm it. Does not affect out-of-phase or psionic traps. {self only} PH1
74 Finger Vines Pla Vines grow out of fingers and attack/manipulate
75 Fire Trap Wrd Magical trap: 1d4+L dmg fire (save:½) {Touch, 1 object} PH1
76 Flame Blade Com,Ele Creates a flame blade (1d4+4); +2 vs. undead {1 object} UA1
77 Flame Strike 2 Com,Ele CLd2 holy fire dmg (save:½) DM
78 Flaming Sphere Ele Move rate 3; 2d6 dmg fire (save if not directly hit) {1 group} PH3
79 Frisky Chest Wrd Object will move away from non-Caster. If (after moving for 6 rounds) what it is moving away from is keeping the same distance, the spell "turns that person off" and will no longer move away from him. This prevents the "Frisky Chariot" abuse. {Touch} TM2
80 Gentle Repose Nec Corpse does not decay {Touch, 1 creature} PH3
81 Goodberry 2 Hea,Pla Creates 8 goodberries DM
82 Hammer of Flattening Com Hammer grows to giant size and crushes target
83 Heal 2 Hea Cure to 10% of max hp (max Heal 2 can cure at once = 62 hp) DM
84 Health Aura Hea Prevents disease, sickness, some damage
85 Heat Metal Ele If metal armor causes 2d4 dmg fire /r {1 object} PH1
86 Hesitation Tim +4 initiative penalty {1 group} TM2
87 Hold Animal Cha,Ani Hold (save); only vs. animal {1 creature} PH3
88 Hold Person Cha Hold (save); 1 target: save at -2; 2 targets: at -1 {1-4 creatures} RC0
89 Hold Person/Monster 2 Cha Hold 4 person or 2 monster targets (save) DM
90 Holy Cow Gua,Mal Magical cow that moos if things nearby
91 Holy Symbol (1) All Creates a holy symbol {Touch, 1 object} UA1
92 Holy Symbol (DM) All Material componenting costs 1Z instead of 1V {self only} DM
93 Idea Tho DM reminds PC of fact or whatever {self only} TM2
94 Imbue with Spell Ability 2 All Imbue 2 SL's to someone (max SL per spell = 1) DM
95 Inflict Moderate Wounds Hea Cause 4d8+L (choose 2 dice) (save:½) {Touch, 1 creature} PH3
96 Iron Vigil Gua Immune hunger, thirst, climate, sleep {self only} S&M2
97 Know Alignment Div Detect alignment 30' on 1 creature /r {1+ creatures} PH1
98 Know Motivation Div Detect needs / drives / emotions 30' {self only} OA1
99 Lesser Restoration Hea Restores temporary lowering of 1 ability score {Touch, 1 creature} PH3
100 Lighten Load Tra Reduces encumbrance by 50% TM2
101 Lightning Ball Hea,Ele Ball of elemental lightning (30'diam)
102 Locate Plants Div,Pla Detect plants 15L' {self only} PH1
103 Locate Temple Div Locates nearest temple of stated god
104 Magical Diagram Cre Similar to standard Symbol spell
105 Make Whole Ele,L Repairs any item {1 object} PH3
106 Mass Identify Div Identifies all visible magic items in range
107 Messenger Ani Animal delivers message {1 creature} UA1
108 Mind Read Tho Sense surface thoughts, detect class 15L' {self only} TM2
109 Miracle II All Duplicate any level 1 Wiz or Pri spell DM
110 Mist from the Grave Pha,Und Vampiric mist that drains Con, aging effect
111 Moment Num +4 (+20%) to your next die roll {1 creature} TM2
112 Moral Guide L Gives the proper/humane thing to do
113 Music of the Spheres Num,Ch Creatures must save to attack you, -3 vs. charms {1 group} TM2
114 Mystic Transfer Cha Can send 1 spell in memorization to another /r {self only} TM2
115 Nap Tim After 1 h, have effect of 8 h rest {Touch, L creatures} TM2
116 Needle Swarm Com Cloud of randomly pointing needles that shoot
117 Neutralize Gas/Clouds Ele,Sun Transforms clouds/gas to normal air
118 Oath Cha,L Magically binding agreement between 2 creatures
119 Obscurement Wea Limits sight to 2' to 8' PH1
120 Out of Body Pha Caster's spirit can leave body as a poltergeist
121 Produce Flame (2) Ele Fire; 1d4+1 dmg fire (no save) {1 group} PH2
122 Produce Flame (3) Ele Fire from hands; 1d4+L/2 dmg fire (no save) {Touch} PH3
123 Project Astral Image Ast Makes an image of caster and area in astral
124 Protection from Fire 2 Ele,Pro Stop the next CL*4 fire dmg DM
125 Protection from Lightning 2 Ele,Pro Stop the next CL*4 lightning dmg DM
126 Protection from Spirits Pro Protection from spirits; +2 saves; spirits -2 TH {Touch, 1 group} OA1
127 Provide Necessity Opu Creates clothes, food, and a small hut for 10
128 Psionic Link Teleport Sum,Tra Can teleport to anyone else psionically linked
129 Rally War Makes a rally check (Battlesystem rules) {300 creatures} TM2
130 Reflecting Pool Div,Ele Scry up to 1 plane away; Can cast Div through {1 object} UA1
131 Regenerate 2 Nec Regenerates 2 hp /t DM
132 Remove Degeneration/Wounded Nec Removes a Degeneration or Wounded effect DM
133 Remove Paralysis Hea Removes paralysis/hold/slow; up to 4 targets {1 group} PH3
134 Remove Stun Hea Removes stun, paralysis, stop, or hold effects
135 Remove Superstition Cha Reduces a superstition belief rating by 6
136 Request Cha Request a spirit to perform some action (save) {1 creature} OA1
137 Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you resist it for 1 hour. DM
138 Resist [E=2 element] Elemental Pick an E=2 element, you resist it for 1 hour. DM
139 Resist Acid and Corrosion Pro Resist acid {Touch, 1 target} S&M2
140 Resist Elements Abj -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
141 Resist Fire (0) Pro +2 saves vs. fire; -1 dmg /die vs. fire {1 target} RC0
142 Resist Fire (1) Pro Resist fire {Touch, 1 target} PH1
143 Resist Fire / Resist Cold (2) Pro Resist fire and cold {Touch, 1 target} PH2
144 Resist Fire/Resist Cold 2 Ele,Pro Take -50% dmg vs. fire or cold DM
145 Restore Strength Nec Restores Str; removes fatigue, lack of stamina {Touch, 1 creature} S&M2
146 Reverse Magic II All Casts effect's reverse if 2nd level & in range
147 Root Pla Target grows roots that hold it to floor
148 Rot/Wither Body Part Nec Body part becomes unusable
149 Sanctify All +2 saves vs. fear/charm TM2
150 Sanctum Sigil Gua,Wrd Similar to standard Glyph of Warding spell
151 Security Wrd,Opu Protects an object from theft
152 Self-Strike Mal Causes target to attack himself next attack
153 Sense Cord Color Ast,Div Gives all creatures' cord color
154 Shatter Ele,C Object(s) destroyed (save vs. crushing blow) {1 group} PH3
155 Shield Other Pro,Gua +1 AC; +1 saves; ½ of all dmg is taken by caster {1 creature} PH3
156 Silence Ill Silence {1 group} PH3
157 Silence 15' Radius Gua Silence. If cast upon an object and the object moves, the silence moves with it (just like a light spell). The reverse dispels silence and has no V component (only S). {1 group} RC0
158 Silver Twist Com Small magical creature under caster's control
159 Skill Enhancer II Fab,Cha Improves chances of succeeding at any skill
160 Slow Poison Hea Affect of poison delayed for duration {Touch, 1 creature} PH1
161 Snake Summoning Sum,Ani Summons all snakes in area (if HD >L, save) {1 group} OA1
162 Soften Earth and Stone Ele Softens rock so it's easier to dig through S&M2
163 Sound Blast Sen,C Damaging and deafing blast of sound
164 Sound Burst Com,Ele 1d8 dmg sound (no save); Stun 1r (save) {1 group} PH3
165 Speak with Undead Und Speak with any undead/unlive creature
166 Sphere of Protection I Pro Target damaged only by silver or magic weapons
167 Spirit Piggyback Nec Can occupy body with another creature's spirit
168 Spiritual Hammer Com Hammer attacks by itself 1/r; 1d6/1d4 +(L/3)/+0 PH1
169 Spiritual Triangle Wrd Triangle that stops demons or possession
170 Spiritual Weapon Com Weapon attacks by itself 1/r; L dmg PH3
171 Stalk Pro Invisibility & Inaudibility; ends if attack {Touch, 1 creature} GRA1
172 Summon Monster II Sum 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature} PH3
173 Summon Nature's Ally II Sum,Ani 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature} PH3
174 Summon Swarm Sum Summons rats,bats,spiders,etc. 1d4+L/3 dmg/r PH3
175 Tendrils of Darkness Nig Cause paralysis and degeneration if hit
176 Time Stop Object Tim Time stops an inanimate object for 1-3 rounds
177 Timekeeping Tim Gives correct time
178 Treat Moderate Wounds Hea Cure 20% of max hp {Touch, 1 creature} DM
179 Tree Shape Pla Assume tree form; +10 AC; Dex = 1; move = 0 {self only} PH3
180 Trip Cha Anyone passing over object trips (save) {Touch, 1 object} PH1
181 True Speak L Target must tell truth or cannot speak
182 Undetectable Alignment Pro Conceals alignment {1 target} PH3
183 Vicissitude Sum +2 (+10%) to next die roll {self only} GRA1
184 Wall of Phantasms Gua,Pha Wall of spirits can control body if entered
185 War Victory War,Luc Better chances of success if battle (luck)
186 Warmth Sun Similar to standard Ring of Warmth effect
187 Warning Div Detect Danger; Detect Traps/Invisibility 30% {Touch, 1 group} OA1
188 Warp Wood Pla,Ele Warps wood; Can affect 1 large or L^2 small obj {1+ objects} PH1
189 Watery Fist Ele Fist: Attacks by self; dmg 1d(L+5); can grapple S&M2
190 Winds of Change Ele Curse: AL changes randomly every hour (save) {1 creature} DK2
191 Withdraw All Get 1r of actions per 1s; only cure self & Div {self only} UA1
192 Wood Shape Pla Reshape a wooden object {Touch, 1 object} PH3
193 Word of Passage Mob Can pass through outdoor area safely
194 Wyvern Watch Gua Magical trap: Paralysis L r (save) {1 group} UA1
195 X on Map Dic,Tra Places an X where an object is on a given map
196 Zone of Truth Wrd,Cha No one can lie in area {1 group} PH3

[S3] Priest Spells


[S3.3] Level 3 Priest Spells

# Name Sphere Effect Source
1 Accelerate Healing TOM2
2 Adaptation TOM2
3 Animate Dead Nec Creates undead skeletons and zombies. PH2&3
4 Astral Window TOM2
5 Barkskin 3 Pla,Pro AT +10 source, +2 saves vs. spell DM
6 Bestow Curse Pro -6 to an ability; -4 on TH/saves/checks; or 50% lose action PH3
7 Blade Barrier 3 Gua 5d5 dmg wall (shards) DM
8 Bless 3 All +3 TH and saves DM
9 Blindness/Deafness Nec;Hea Makes subject blind or deaf. PH3
10 Call Lightning Wea Directs lightning bolts ((CL+2)d8) during storms. You may cast this spell off of a Dust Devil instead of having a storm nearby. This expends the devil. PH2
11 Call Lightning Wea Directs lightning bolts (CLd10) during storms. You may cast this spell off of a Dust Devil instead of having a storm nearby. This expends the devil. PH3
12 Call Lightning 3 Com,Ele (CL+2)d8 lightning dmg (save:½) (halve the die type if not outside) DM
13 Caltrops TOM2
14 Castigate OA1
15 Choose Future TOM2
16 Command 3 Cha Target makes 3 saves, each missed save allows 1 word for a command to be given DM
17 Conjure Elemental 3 Ele,Sum Conjure a DL=2 elemental DM
18 Contagion Hea Infects subject with chosen disease. PH3
19 Continual Flame Sun Makes a permanent, heatless torch. PH3
20 Continual Light Sun Permanent light PH2
21 Create Campsite TOM2
22 Create Food and Water Cre Feeds three humans (or one horse)/level. PH3
23 Creeping Doom 3 Sum 40 insect dmg DM
24 Cure Blindness or Deafness Nec;Hea Cures Blindness or Deafness PH2
25 Cure Disease Nec;Hea Cures Disease PH2
26 Cure Moderate Wounds Hea Cure 2d8+CL damage PH3
27 Cure Serious Wounds Hea Cure 3d8+3 or 21 damage DM
28 Cure Serious Wounds Hea Cure 3d8+CL damage PH3
29 Cure Wounds 3 Hea Cures 6d8 hp (can take offer of 6 per die -> 36 hp) DM
30 Daylight Sun 60-ft. radius of bright light. PH3
31 Death's Door Nec;Hea Puts target (at negative hp) to 0 hp (1 hp if material comp.) UA1
32 Death's Door 3 Hea,Nec Target (currently at negative hp) goes to 0 hp DM
33 Deeper Darkness Sun Object sheds absolute darkness in 60-ft. radius. PH3
34 Detect Innates Div Detect innate abilities DM
35 Diminish Plants Pla Reduces size or blights growth of normal plants. PH3
36 Dispel Magic Pro Dispels magic, (10+CL-enemyCL)*5% in area or auto 1 effect PH2
37 Dispel Magic Pro Cancels magical spells & effects. 1d20+CL vs. 11+enemyCL PH3
38 Dispel Magic 3 Com Dispel 1 magic effect DM
39 Dominate Animal Ani;Cha Subject animal obeys silent mental commands. PH3
40 Double Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
41 Double Resist [E=2 element] Elemental Pick an E=2 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
42 Efficacious Monster Ward TOM2
43 Emotion Control TOM2
44 Extradimensional Detection TOM2
45 Faerie Fire 3 Ele Target gets -6 AC DM
46 Feign Death Nec Everyone thinks you're dead PH2
47 Flame Strike 3 Com,Ele CLd4 holy fire dmg (save:½) DM
48 Flame Walk Ele Immune normal fire; Resist non-normal fire PH2
49 Glyph of Warding Gua Inscription harms those who pass it. PH2&3
50 Goodberry 3 Hea,Pla Creates 12 goodberries DM
51 Greater Magic Fang Com One natural weapon gets +CL/3 TH & dmg PH3
52 Heal 3 Hea Cure to 25% of max hp (max Heal 3 can cure at once = 250 hp) DM
53 Helping Hand TOM2
54 Helping Hand Nec Ghostly hand leads subject to you. PH3
55 Hold Animal Ani;Cha Holds up to 4 animals PH2
56 Hold Person/Monster 3 Cha Hold 5 person or 3 monster targets (save) DM
57 Imbue with Spell Ability 3 All Imbue 3 SL's to someone (max SL per spell = 1) DM
58 Inflict Serious Wounds Hea Touch attack, 3d8+CL damage PH3
59 Invisibility Purge TOM2
60 Invisibility Purge Div Dispels invisibility within 5 ft./level. PH3
61 Know Customs TOM2
62 Levitate OA1
63 Line of Protection TOM2
64 Locate Object Div Senses direction toward object (specific or type).) PH2&3
65 Magic Circle against C/E/G/L Pro As protection spells, but 10-ft. radius and 10 min./level. PH3
66 Magic Vestment Pro Armor or shield gains +1 enhancement/three levels. PH3
67 Magical Vestment Pro AT 4+CL/3 source PH2
68 Meld into Stone Alt You and your gear merge with stone. PH2&3
69 Memory Read TOM2
70 Miracle 3 All DM
71 Miscast Magic TOM2
72 Moment Reading TOM2
73 Morality Guardian Force a Morale check on a group DM
74 Negative Energy Protection Nec;Pro Subject resists level and ability drains. PH3
75 Negative Plane Protection Nec;Pro Stops one negative energy attack PH2
76 Neutralize Poison Hea;Nec Detoxifies venom in or on subject. PH2&3
77 Obscure Object Div Masks object against divination. PH3
78 Plant Growth Pla Grows vegetation, improves crops. PH2&3
79 Poison Hea;Nec Touch deals 1d10 Con damage, repeats in 1 min. PH3
80 Prayer Com Allies get +1 TH/dmg/saves; Enemies get -1 TH/dmg/saves PH2&3
81 Protection from Elements Pro;Ele Absorb 12 damage/level from one kind of energy. PH3
82 Protection From Fire Pro;Ele Immune normal fire; Absorb 12*CL dmg fire (or) Resist Fire PH2
83 Protection from Fire 3 Ele,Pro Stop the next CL*8 fire dmg DM
84 Protection from Lightning 3 Ele,Pro Stop the next CL*8 lightning dmg DM
85 Put Out of Misery Nec Target being at negative hp that would die if unattended is slain (no save) DM
86 Pyrotechnics Ele Blinds an area (save); obscures vision PH2
87 Random Causality TOM2
88 Regenerate 3 Nec Regenerates 5 hp /t DM
89 Remove Blindness/Deafness Nec;Hea Cures normal or magical conditions. PH3
90 Remove Curse Nec;Hea Frees object or person from curse. PH2&3
91 Remove Disease Nec;Hea Cures all diseases affecting subject. PH3
92 Remove Paralysis Nec;Hea Removes paralysis. This spell will also remove stun and summoning sickness effects. This spell also has a reverse (Paralysis) that will Paralyze target creature unless they make a save vs. PPD. PH2
93 Resist [E=3 element] Elemental Pick an E=3 element, you resist it for 1 hour. DM
94 Resist Ego Domination Thought +CL to Personality Score (duration 1 hour) DM
95 Resist Fire/Resist Cold 3 Ele,Pro Take -55% dmg vs. fire or cold DM
96 Rigid Thinking TOM2
97 Searing Light Sun Ray deals 1d8/two levels, double against undead. PH3
98 Slow Rot TOM2
99 Snare Pla;Gua Creates a magical booby trap. PH2&3
100 Speak with Dead Div;Nec Corpse answers one question/two levels. This spell does grant a sort of Knowledge subability score upon the target, so you do not actually have a conversation with a useless Int 0 plant. The target can convey what it has "seen","heard", and "felt" even though it may not be normally able of such sensation. Plants and Animals under a hostile influence (and all Dead) might not cooperate with the caster: they may tell lies or nothing at all. PH2&3
101 Speak with Plants Div;Pla You can talk to normal plants and plant creatures. This spell does grant a sort of Knowledge subability score upon the target, so you do not actually have a conversation with a useless Int 0 plant. The target can convey what it has "seen","heard", and "felt" even though it may not be normally able of such sensation. Plants and Animals under a hostile influence (and all Dead) might not cooperate with the caster: they may tell lies or nothing at all. PH2&3
102 Spike Growth Pla Creatures in area take 1d4 damage, may be slowed. PH2&3
103 Squeaking Floors TOM2
104 Starshine Sun Illuminates area as if under starlight PH2
105 Stone Shape Ele Sculpts stone into any form. PH2&3
106 Strength of One TOM2
107 Striking Com Weapon gets +3/+3 RC0
108 Summon Insects Ani;Sum Summons DL 3 insects PH2
109 Summon Monster III Sum Calls DL 3 outsider to fight for you. PH3
110 Summon Nature's Ally III Ani;Sum Calls DL 3 creature to fight. PH3
111 Telepathy TOM2
112 Telethaumaturgy TOM2
113 Thief's Lament TOM2
114 Treat Serious Wounds Hea Cure 30% of max DM
115 Tree Pla Polymorph self into a tree PH2
116 Unearthly Choir TOM2
117 Water Breathing Ele Subjects can breathe underwater. PH2&3
118 Water Walk Ele Subject treads on water as if solid. PH2&3
119 Wind Walk 3 Tra Levitation DM
120 Wind Wall Ele Deflects arrows, smaller creatures, and gases. PH3
121 Zone of Sweet Air TOM2

[S3] Priest Spells


[S3.4] Level 4 Priest Spells

# Name Sphere Effect Source
1 Abjure Sum Sends an extra-planar creature back home 50+(CL-ML)*5% PH2
2 Addition TOM2
3 Age Plant TOM2
4 Air Walk Ele Subject treads on air as if solid (climb at 45-degree angle). PH3
5 Animal Summoning I Sum; Ani Summons a DL I Animal (maintained) PH2
6 Antiplant Shell Pro; Pla Keeps animated plants at bay. PH3
7 Bad Medicine L&L2
8 Barkskin 4 Pla,Pro AT +14 source, +3 saves vs. spell DM
9 Blade Barrier 4 Gua 6d6 dmg wall (shards) DM
10 Bless 4 All +4 TH and saves DM
11 Blessed Warmth TOM2
12 Body Clock TOM2
13 Call Lightning 4 Com,Ele (CL+2)d10 lightning dmg (save:½) (halve the die type if not outside) DM
14 Call Woodland Beings Sum; Ani Summons several DL II Woodland Beings (duration=Chr r) PH2
15 Chaotic Combat TOM2
16 Chaotic Sleep TOM2
17 Circle of Privacy TOM2
18 Cloak of Bravery Cha +4 saves vs. fear PH2
19 Command 4 Cha Target makes 4 saves, each missed save allows 1 word for a command to be given DM
20 Compulsive Order TOM2
21 Conjure Elemental 4 Ele,Sum Conjure a DL=3 elemental DM
22 Control Plants Cha; Pla Talk to and control plants & fungi. PH3
23 Control Temperature, 10' Radius Wea +/- 10*CL degrees F PH2
24 Control Water Ele Raises, lowers, or parts bodies of water. PH3
25 Creeping Doom 4 Sum 160 insect dmg DM
26 Cure Critical Wounds Hea Cure 5d8+6 or 36 DM
27 Cure Critical Wounds Hea Cure 4d8+CL PH3
28 Cure Serious Wounds Hea Cure 3d8+CL PH2&3
29 Cure Wounds 4 Hea Cures 10d8 hp (can take offer of 6 per die -> 60 hp) DM
30 Death Ward Wrd; Nec Grants immunity to death spells and effects. PH3
31 Death's Door 4 Hea,Nec Target (currently at negative hp) goes to 1 hp DM
32 Defensive Harmony TOM2
33 Detect Lie Div Detects lies PH2
34 Dimensional Anchor Ast; Wrd Bars extradimensional movement. PH3
35 Dimensional Folding Can't start or end the spell where an object/person sits. TM2
36 Discern Lies Div Reveals deliberate falsehoods. PH3
37 Dismissal Sum Forces a creature to return to native plane. (save) PH3
38 Dispel Magic Pro Cancels magical spells and effects. PH3
39 Dispel Magic 4 Com Dispel 2 magic effects DM
40 Dispel Psionics Pro Cancels psionic effects DM
41 Divination Div Provides useful advice for specific proposed actions. PH2&3
42 Divine Power Com You gain TH bonus of Ftr=CL; 18 Str; +CL hp PH3
43 Double Resist [E=3 element] Elemental Pick an E=3 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
44 Faerie Fire 4 Ele Target gets -8 AC DM
45 Fire Purge TOM2
46 Fire Storm 4 Com,Ele (CL+2)/2 holy fire dmg, hits 1/2 of a group (no save) DM
47 Flame Strike Com; Ele CLd6 holy fire dmg area (save:½) PH3
48 Flame Strike 4 Com,Ele CLd6 holy fire dmg (save:½) DM
49 Focus TOM2
50 Fortify TOM2
51 Free Action Cha Immune stun, hold, paralysis, summoning sickness PH2
52 Freedom of Movement Cha Subject moves normally despite impediments. PH3
53 Genius TOM2
54 Giant Insect Ani Adds CL/2 HD to a group of insects (total HD gained=CL+2) PH2
55 Giant Vermin Ani Turns insects into giant vermin. PH3
56 Goodberry 4 Hea,Pla Creates 16 goodberries DM
57 Greater Magic Weapon Com Weapon gains +(CL/3)/+(CL/3) PH3
58 Hallucinatory Forest Pla Makes an illusionary forest PH2
59 Heal 4 Hea Cure to 50% of max hp (max Heal 4 can cure at once = 500 hp) DM
60 Hold Person/Monster 4 Cha Hold 6 person or 4 monster targets (save) DM
61 Hold Plant Cha; Pla Holds plants PH2
62 Imbue With Spell Ability Cha Transfer two 1st and one 2nd level spell to target PH2&3
63 Imbue with Spell Ability 4 All Imbue 4 SL's to someone (max SL per spell = 2) DM
64 Immune [E=1 element] Elemental Pick an E=1 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
65 Inflict Critical Wounds Hea 4d8+CL dmg PH3
66 Inverted Ethics TOM2
67 Join With Astral Traveler TOM2
68 Leadership TOM2
69 Lesser Planar Ally Sum Summons a DL IV outer-planar (payment determines duration) PH3
70 Limited Heal Hea Heal, target must Fort save vs. # hp down (+10 per other effect) DM
71 Lower Water Ele Lowers water level PH2
72 Mental Domination TOM2
73 Miracle 4 All DM
74 Modify Memory TOM2
75 Neutralize Poison Nec; Hea Detoxifies venom in or on subject. If the reverse is cast and the target makes his save, he takes 10 poison damage. PH3
76 Neutralize Poison 4 Hea,Nec Cure 1 poison effect (reverse causes that many, save) DM
77 Plant Door Ast; Pla Can enter into a tree PH2
78 Poison Nec; Hea Touch deals 1d10 Con damage, repeats in 1 min. PH3
79 Probability Control TOM2
80 Produce Fire Ele 1d4+CL dmg fire (area) (no save) PH2
81 Protection From Evil, 10' Radius Pro As per Pro. Evil but an area PH2
82 Protection from Fire 4 Ele,Pro Stop the next CL*12 fire dmg DM
83 Protection From Lightning Pro; Wea Absorb 10*CL lightning (range 0) or Resist Lightning (touch) PH2
84 Protection from Lightning 4 Ele,Pro Stop the next CL*12 lightning dmg DM
85 Quench Ele Extinguishes nonmagical fires or one magic item. PH3
86 Rapport TOM2
87 Reduce Twilighting Thought +LVL (not CL) to LVL for purposes of Twilighting (casting time 1 turn, cannot be reduced) (this spell does not Twilight) DM
88 Reflecting Pool Div Acts as a crystal ball PH2
89 Regenerate 4 Nec Regenerates 1 hp /r DM
90 Reincarnate Nec Brings dead subject back in a random body. PH3
91 Remove Capital S Stun Hea, Nec Removes Capital S Stun DM
92 Remove Curse 4 Hea,Nec Cure 1 curse effect (reverse causes that many, save) DM
93 Repel Insects Cha; Pla Insects are forced away PH2
94 Repel Vermin Cha; Pla Insects stay 10 ft. away. PH3
95 Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you resist it for 1 hour. DM
96 Resist [E=4 element] Elemental Pick an E=4 element, you resist it for 1 hour. DM
97 Resist Fire/Resist Cold 4 Ele,Pro Take -60% dmg vs. fire or cold DM
98 Restoration Nec Restores level and ability score drains. PH3
99 Rusting Grasp Com; Wea Your touch corrodes iron and alloys. PH3
100 Scrying Div Spies on subject from a distance. PH3
101 Sending Ast Delivers short message anywhere, instantly. PH3
102 Sleet Storm Wea Hampers vision and movement. PH3
103 Solipsism TOM2
104 Speak With Plants Pla You can talk with plants PH2
105 Spell Immunity Pro Subject is immune to one spell per four levels PH2&3
106 Spell Immunity 4 Pro Be immune to 1 spell by name DM
107 Spike Stones Ele Creatures in area take 1d8 damage, may be slowed. PH3
108 Status Div Monitors condition, position of allies. PH3
109 Sticks to Snakes Pla; Ani Turns 1d4+CL sticks into snakes PH2
110 Summon Monster IV Sum Summons a DL IV monster (1 turn) PH3
111 Summon Nature's Ally IV Sum Summons a DL IV animal (maintained) PH3
112 Tanglefoot TOM2
113 Thought Broadcast TOM2
114 Tongues Div Speak any language. This spell does not give the ability to read or write languages. PH2&3
115 Treat Critical Wounds Hea Cure 40% of max DM
116 Tree Steed TOM2
117 Uplift TOM2
118 Weather Stasis TOM2
119 Wind Walk 4 Tra Flying at 15" rate DM

[S3] Priest Spells


[S3.5] Level 5 Priest Spells

# Name Sphere Effect Source
1 Age Object TOM2
2 Air Walk Ele Subject treads on air as if solid (climb at 45-degree angle). PH2
3 Animal Growth Ani One animal/two levels doubles in size, HD. PH2&3
4 Animal Summoning II Sum; Ani Summons a DL II Animal (maintained) PH2
5 Animate Dead Monsters Nec Animates CL dead monsters UA1
6 Antiplant Shell Pla; Pro Keeps out plants PH2
7 Atonement All Removes burden of misdeeds from subject. PH2&3
8 Awaken Ani; Pla Animal or tree gains human intellect. PH3
9 Barkskin 5 Pla,Pro AT +18 source, +4 saves vs. spell DM
10 Barrier of Retention TOM2
11 Berserk L&L2
12 Blade Barrier 5 Gua 7d7 dmg wall (shards) DM
13 Blasphemy All Target save vs. spells or become under the doubt of his god for 1 round, after which time the god will realize what happened. However, for that round, Divine Intervention will always fail. For the next turn after that round, Divine Intervention will be at double normal chances for the target when dealing with the caster.
14 Bless 5 All +5 TH and saves DM
15 Blessed Abundance TOM2
16 Break Enchantment Hea Remove enchantments, alterations, curses, and petrification. PH3
17 Call Lightning 5 Com,Ele (CL+2)d12 lightning dmg (save:½) (halve the die type if not outside) DM
18 Champion's Strength TOM2
19 Chaotic Commands TOM2
20 Circle of Doom Hea Deals 1d8 +1/level damage in all directions. PH3
21 Clear Path TOM2
22 Cloud of Purification TOM2
23 Command 5 Cha Target makes 5 saves, each missed save allows 1 word for a command to be given DM
24 Commune All Deity answers one yes-or-no question/level. PH2&3
25 Commune with Nature All; Pla Learn about terrain for one mile/level. PH2&3
26 Conjure Elemental 5 Ele,Sum Conjure a DL=4 elemental DM
27 Conjure/Dismiss Normal Elemental Ele Summons or dismisses a Normal Elemental DM
28 Consequence TOM2
29 Control Winds Ele Change wind direction and speed. PH2&3
30 Creeping Doom 5 Sum (1d2+4)*60 insect dmg DM
31 Cure Critical Wounds Hea Cure 3d8+3 dmg PH2
32 Cure Critical Wounds Hea Cures 4d8 +1/level damage PH3
33 Cure Deadly Wounds Hea Cure 8d8+10 or 58 dmg DM
34 Cure Wounds 5 Hea Cures 15d8 hp (can take offer of 6 per die -> 90 hp) DM
35 Death Ward Wrd; Pro Grants immunity to all death spells and effects. PH3
36 Death's Door 5 Hea,Nec Target (currently at negative hp) goes to 2 hp (can't go above max) DM
37 Disguise TOM2
38 Dispel Chaos/Evil/Good/Law All; Com +4 bonus against attacks. (this short desc makes no sense!) PH3
39 Dispel Evil All; Com Unsummons evil creatures (Outer-planar/summoned no save). If cast against 1 creature of the appropriate type, there is no saving throw. If cast against an evil area or a grouping of creatures, the save is at normal chances. PH2
40 Dispel Evil 5 All Dispel 1 evil target DM
41 Dispel Innates Pro Dispels Innates DM
42 Dispel Magic 5 Com Dispel 3 magic effects DM
43 Double Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
44 Double Resist [E=4 element] Elemental Pick an E=4 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
45 Easy March TOM2
46 Elemental Forbiddance TOM2
47 Enhance Twilight Astral When Twilighting, you get 2 "minor benefits" instead of 1 (lasts for 1 use) DM
48 Ethereal Jaunt Ast You become ethereal for 1 round/level. PH3
49 Extra Group +1 Numbers The next spell you cast will affect +1 groups of monsters DM
50 Extradimensional Manipulation TOM2
51 Extradimensional Pocket TOM2
52 Faerie Fire 5 Ele Target gets -10 AC DM
53 Fire Storm 5 Com,Ele (CL+2)d2 holy fire dmg, hits 1 group (no save) DM
54 Flame Strike Ele CLd8 dmg holy fire area (save:½) PH2
55 Flame Strike Ele CLd6 dmg holy fire area (no save) PH3
56 Flame Strike 5 Com,Ele CLd8 holy fire dmg (save:½) DM
57 Golem Cre Makes a golem (you need raw materials) UA1
58 Goodberry 5 Hea,Pla Creates 20 goodberries DM
59 Greater Command Cha As command, but affects one subject/level. PH3
60 Grounding TOM2
61 Hallow All Designates location as holy. PH3
62 Heal 5 Hea Cure to 75% of max hp (max Heal 5 can cure at once = 750 hp) DM
63 Healing Circle Hea Cures 1d8 +1/level damage in all directions. PH3
64 Hold Person/Monster 5 Cha Hold 7 person or 5 monster targets (save) DM
65 Ice Storm Ele Hail deals 5d6 damage in cylinder 40 ft. across. PH3
66 Illusory Artillery TOM2
67 Imbue with Spell Ability 5 All Imbue 5 SL's to someone (max SL per spell = 2) DM
68 Immune [E=2 element] Elemental Pick an E=2 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
69 Impeding Permission TOM2
70 Improved Free Action Cha Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions DM
71 Insect Plague Ani; Sum Insect horde limits vision, inflicts damage, creatures flee. PH2&3
72 Ironskin Does not stop falling damage. Does not leak like Stoneskin. Any attack (hit or miss) knocks off an Ironskin, unless the roll was a natural 1. DK2
73 Kami Absorption L&L2
74 Limited Cureall Hea Cureall, target must Fort save vs. # hp down (+10 per other effect) DM
75 Limited Wish Com 5th level spell: will duplicate any Wizard spell of levels 0-3 or Priest spell of levels 0-4. DM
76 Magic Font Div Acts as a crystal ball PH2
77 Mark of Justice Nec Designates action that will trigger curse on subject. PH3
78 Meld TOM2
79 Memory Wrack TOM2
80 Mindshatter TOM2
81 Miracle 5 All DM
82 Moonbeam Sun Beam of moonlight PH2
83 MultiCure Critical Wounds Cure Critical (3 targets) (r=sight) DM
84 Neutralize Poison 5 Hea,Nec Cure 2 poison effects (reverse causes that many, save for each) DM
85 Pass Plant Pla Move from one group of plants to another within 1 mile PH2
86 Planar Stability Astral Your items are planar stable for 1 day DM
87 Plane Shift Ast Up to eight subjects travel to another plane. PH2&3
88 Possess Nec As per Magic Jar OA1
89 Protection from Fire 5 Ele,Pro Stop the next CL*16 fire dmg DM
90 Protection from Lightning 5 Ele,Pro Stop the next CL*16 lightning dmg DM
91 Quest All Target must go on quest (save) PH2
92 Rainbow Sun Creates a rainbow bridge (or) CL bolts d8 dmg 1 target each PH2
93 Raise Dead Nec Restores life to subject who died up to 1 day/level ago. What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points. He loses 1 Con point permanently. PH2&3
94 Regenerate 5 Nec Regenerates 2 hp /r DM
95 Remove Coma Nec Removes the Coma effect DM
96 Remove Curse 5 Hea,Nec Cure 2 curse effects (reverse causes that many, save for each) DM
97 Repeat Action TOM2
98 Resist [E=5 element] Elemental Pick an E=5 element, you resist it for 1 hour. DM
99 Resist Fire/Resist Cold 5 Ele,Pro Take -65% dmg vs. fire or cold DM
100 Resist Vulnerability Pro Target gains a Resist to something which can only be used to counter a Vulnerability (Duration 1 hour) DM
101 Righteous Might Com Your size increases, and you gain +4 Str. PH3
102 Scrying Div Spies on subject from a distance. PH3
103 Shrieking Walls TOM2
104 Slay Living Nec Touch attack kills subject. (save for 2d8+1 dmg instead) PH3
105 Spell Immunity 5 Pro Be immune to 2 spells by name DM
106 Spell Resistance Pro Subject gains +12 +1/level SR. PH3
107 Spike Stones Ele Spikes damage those who walk across them PH2
108 Strength OA1
109 Summon Monster V Sum Summons a DL V monster (1 turn) PH3
110 Summon Nature's Ally V Sum; Ani Summons a DL V animal (maintained) PH3
111 Thoughtwave TOM2
112 Time Pool TOM2
113 Transmute Mud to Rock Ele Transforms two 10-ft. cubes/level. PH3
114 Transmute Rock to Mud Ele Transforms two 10-ft. cubes/level. PH2&3
115 Treat Deadly Wounds Hea Cure 50% of max hp DM
116 Tree Stride Pla Step from one tree to another far away. PH3
117 Troll-like Regeneration Nec You Troll-like Regenerate at CL hp per round DM
118 True Seeing Div See all things as they really are. This spell can see anything except: Dust of Disappearance, Divine/Artifact Effects, objects hidden and also under False Seeing. PH2&3
119 Unceasing Vigilance of the Holy Sentinel TOM2
120 Undead Ward TOM2
121 Unhallow All Designates location as unholy. PH3
122 Vulnerable Resistance Pro Target gains a Vulnerability to something which can only be used to counter a Resistance (Duration 1 hour) DM
123 Wall of Fire Ele Passing through wall deals 2d6 +1/level. PH3
124 Wall of Stone Ele 20 hp/four levels; can be shaped. PH3
125 Wall of Thorns Pla Thorns damage anyone who tries to pass. PH3
126 Wind Walk 5 Tra Flying at 36" rate DM

[S3] Priest Spells


[S3.6] Level 6 Priest Spells

# Name Sphere Effect Source
1 Age Creature TOM2
2 Animal Summoning III PH2
3 Animate Object PH2
4 Animate Objects Objects attack your foes. PH3
5 Anti-Animal Shell PH2
6 Antilife Shell 10-ft. field hedges out living creatures. PH3
7 Banishment Banishes 2 HD/level extraplanar creatures. PH3
8 Barkskin 6 Pla,Pro AT +22 source, +5 saves vs. spell DM
9 Blade Barrier PH2
10 Blade Barrier Blades encircling you deal 1d6 damage/level. PH3
11 Blade Barrier 6 Gua 8d8 dmg wall (shards) DM
12 Bless 6 All +6 TH and saves DM
13 Call Lightning 6 Com,Ele (CL+2)d14 lightning dmg (save:½) (halve the die type if not outside) DM
14 Command 6 Cha Target makes 6 saves, each missed save allows 1 word for a command to be given DM
15 Commune with Barney'd God All, Ast Commune with someone in the Demiplane of Barney'd Gods DM
16 Conjure Animals PH2
17 Conjure Elemental 6 Ele,Sum Conjure a DL=5 elemental DM
18 Conjure Fire Elemental PH2
19 Conjure/Dismiss Para Elemental Ele Summons or dismisses a Para Elemental DM
20 Create Undead Ghouls, shadows, ghasts, wights, or wraiths. PH3
21 Creeping Doom 6 Sum (1d3+5)*80 insect dmg DM
22 Crushing Walls TOM2
23 Cure Wounds 6 Hea Cures 21d8 hp (can take offer of 6 per die -> 126 hp) DM
24 Death's Door 6 Hea,Nec Target (currently at negative hp) goes to 4 hp (can't go above max) DM
25 Disbelief TOM2
26 Dispel Evil 6 All Dispel 2 evil targets (can target the same thing more than once) (save) DM
27 Dispel Magic 6 Com Dispel 4 magic effects DM
28 Double Resist [E=5 element] Elemental Pick an E=5 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
29 Dragonbane TOM2
30 Ethereal Project Astral Ethereal Projection (Str->Dex, Int->Con, Wis->Chr) DM
31 Etherealness Travel to Ethereal Plane with companions. PH3
32 Faerie Fire 6 Ele Target gets -12 AC DM
33 Feeblemind PH1
34 Find the Path PH2
35 Find the Path Shows most direct way to a location. PH3
36 Fire Seeds PH2
37 Fire Seeds Acorns and berries become grenades and bombs. PH3
38 Fire Storm 6 Com,Ele (CL+2)d5 holy fire dmg, hits 1+1/2 groups (no save) DM
39 Flame Strike 6 Com,Ele CLd10 holy fire dmg (save:½) DM
40 Forbiddance PH2
41 Forbiddance Denies area to creatures of another alignment. PH3
42 Geas/Quest As lesser geas, plus it affects any creature. PH3
43 Goodberry 6 Hea,Pla Creates 24 goodberries DM
44 Gravity Variation TOM2
45 Greater Dispelling As dispel magic, but up to +20 on check. PH3
46 Greater Glyph of Warding As glyph of warding, but up to 10d8 damage or 6th level spell. PH3
47 Group Mind TOM2
48 Harm Subject loses all but 1d4 hp. PH3
49 Heal Hea Cure all dmg + disease,blind,insanity,feeblemind PH1
50 Heal PH2
51 Heal Cures all damage, diseases, and mental conditions. PH3
52 Heal 6 Hea Cure to 100% of max hp (max Heal 6 can cure at once = 1000 hp) DM
53 Healing Circle Cures 1d8 +1/level damage in all directions. PH3
54 Heroes' Feast PH2
55 Heroes' Feast Food for one creature/level cures and blesses. PH3
56 Hold Life Nec Hold Life (immune XP drain, sustain levels) DM
57 Hold Person/Monster 6 Cha Hold 8 person or 6 monster targets (save) DM
58 Imbue with Spell Ability 6 All Imbue 6 SL's to someone (max SL per spell = 3) DM
59 Immune [E=3 element] Elemental Pick an E=3 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
60 Ironwood Magical wood is strong as steel. PH3
61 Land of Stability TOM2
62 Legal Thoughts TOM2
63 Liveoak PH2
64 Liveoak Oak becomes treant guardian. PH3
65 Mass Remove Curse Remove Curse on 6 targets or 1 group DM
66 Mass Remove Paralysis DM
67 Miracle 6 All DM
68 Monster Mount TOM2
69 MultiCure Deadly Wounds Hea Cure 8d8+10 or 58 to 6 different targets DM
70 Neutralize Poison 6 Hea,Nec Cure 3 poison effects (reverse causes that many, save for each) DM
71 No Save Combat The next spell you cast does not have a saving throw DM
72 Part Water PH2
73 Physical Mirror TOM2
74 Planar Ally As lesser planar ally, but up to 16 HD. PH3
75 Protection from Fire 6 Ele,Pro Stop the next CL*20 fire dmg DM
76 Protection from Lightning 6 Ele,Pro Stop the next CL*20 lightning dmg DM
77 Really Put of Misery Nec Target being that is slain is Capital S Slain (no save) DM
78 Regenerate 6 Nec Regenerates 5 hp /r DM
79 Remove *Curse* Nec Removes *Curse*, Capital C Curse (but not Ancient Foul Curse) DM
80 Remove *Curse* Remove *Curse*, Ancient Foul Curse, Ego Dominated DM
81 Remove Curse 6 Hea,Nec Cure 3 curse effects (reverse causes that many, save for each) DM
82 Repel Wood Pushes away wooden objects. PH3
83 Resist [E=3 eelement] Elemental Pick an EE=3 eelement, you resist it for 1 hour. DM
84 Resist [E=6 element] Elemental Pick an E=6 element, you resist it for 1 hour. DM
85 Resist Fire/Resist Cold 6 Ele,Pro Take -70% dmg vs. fire or cold DM
86 Reverse Time TOM2
87 Seclusion TOM2
88 Skip Day TOM2
89 Sol's Searing Orb TOM2
90 Speak With Monsters PH2
91 Spell Immunity 6 Pro Be immune to 3 spells by name DM
92 Spellstaff Stores one spell in wooden quarterstaff. PH3
93 Spiritual Wrath TOM2
94 Stone Tell PH2
95 Stone Tell Talk to natural or worked stone. PH3
96 Summon Monster VI Calls outsider to fight for you. PH3
97 Summon Nature's Ally VI Calls creature to fight. PH3
98 The Great Circle TOM2
99 Transmute Water to Dust PH2
100 Transport Via Plants PH2
101 Transport via Plants Move instantly from one plant to another of the same species. PH3
102 Treat Harmful Wounds Hea Cure 60% of max hp DM
103 Turn Wood PH2
104 Unaging Time You do not age this day (Duration 1 day) DM
105 Wall of Stone 20 hp/four levels; can be shaped. PH3
106 Wall of Thorns PH2
107 Weather Summoning PH2
108 Wind Walk You and your allies turn vaporous and travel fast. PH3
109 Wind Walk 6 Tra Flying at 63" rate DM
110 Word of Recall PH2
111 Word of Recall Teleports you back to designated place. PH3

[S3] Priest Spells


[S3.7] Level 7 Priest Spells

# Name Sphere Effect Source
1 Age Dragon TOM2
2 Animate Rock PH2
3 Astral Spell PH2
4 Barkskin 7 Pla,Pro AT +26 source, +6 saves vs. spell DM
5 Blade Barrier 7 Gua 9d9 dmg wall (shards) DM
6 Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects. PH3
7 Bless 7 All +7 TH and saves DM
8 Breath of Life TOM2
9 Call Lightning 7 Com,Ele (CL+2)d16 lightning dmg (save:½) (halve the die type if not outside) DM
10 Changestaff PH2
11 Changestaff Your staff becomes a treant on command. PH3
12 Chariot of Sustarre PH2
13 Command 7 Cha Target makes 7 saves, each missed save allows 1 word for a command to be given DM
14 Commune with Hole / Time of Legends All, Ast Commune with someone in the Hole or Time of Legends DM
15 Compel OA1
16 Confusion PH2
17 Conjure Earth Elemental PH2
18 Conjure Elemental 7 Ele,Sum Conjure a DL=6 elemental DM
19 Conjure/Dismiss Quasi Elemental Ele Summons or dismisses a Quasi Elemental DM
20 Control Weather PH2
21 Control Weather Changes weather in local area. PH3
22 Creeping Doom If the doom is attacked, subtract the damage from it's hit point total, even with gross (area-affecting) spells. For example a fireball will not kill a creeping doom, even though each individual bug has 1 hit point. PH1
23 Creeping Doom PH2
24 Creeping Doom Carpet of insects attacks at your command. PH3
25 Creeping Doom 7 Sum (1d4+6)*100 insect dmg DM
26 Cure Wounds 7 Hea Cures 28d8 hp (can take offer of 6 per die -> 168 hp) DM
27 Cureall Hea Cure all dmg + remove all non-divine ailments RC0
28 Death's Door 7 Hea,Nec Target (currently at negative hp) goes to 8 hp (can't go above max) DM
29 Destruction Kills subject and destroys remains. PH3
30 Dictum Kills, paralyzes, weakens, or dazes nonlawful subjects. PH3
31 Dispel Evil 7 All Dispel 3 evil targets (can target the same thing more than once) (save) DM
32 Dispel Magic 7 Com Dispel 5 magic effects DM
33 Divine Inspiration TOM2
34 Earthquake PH2
35 Escape Travelers You Escape from current situation DM
36 Exaction PH2
37 Faerie Fire 7 Ele Target gets -14 AC DM
38 Finger of Death PH1
39 Fire Storm Causes 2d8 + 1d8 per level holy fire damage to the area of effect. This is Outer-Planar Fire, and normal Protection from Fire has no effect. PH1
40 Fire Storm PH2
41 Fire Storm Deals 1d6 fire damage/level. PH3
42 Fire Storm 7 Com,Ele (CL+2)d8 holy fire dmg, hits 2 groups (no save) DM
43 Flame Strike 7 Com,Ele CLd12 holy fire dmg (save:½) DM
44 Gate The caster has choice of plane, but not what comes through. PH1
45 Gate PH2
46 Goodberry 7 Hea,Pla Creates 28 goodberries DM
47 Greater Restoration As restoration, plus restores all levels and ability scores PH3
48 Greater Scrying As scrying, but faster and longer. PH3
49 Harm Subject loses all but 1d4 hp. PH3
50 Heal Cures all damage, diseases, and mental conditions. PH3
51 Heal 7 Hea Cure to 125% of max hp (max Heal 7 can cure at once = 1250 hp) DM
52 Hold Person/Monster 7 Cha Hold 9 person or 7 monster targets (save) DM
53 Holy Word Double the Hit Dice brackets. A creature does not have to "hear" the spell in order for it to take effect. PH1
54 Holy Word PH2
55 Holy Word Kills, paralyzes, weakens, or dazes nongood subjects. PH3
56 Hovering Road TOM2
57 Illusory Fortifications TOM2
58 Imbue with Spell Ability 7 All Imbue 7 SL's to someone (max SL per spell = 3) DM
59 Immune [E=4 element] Elemental Pick an E=4 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
60 Mind Tracker TOM2
61 Miracle 7 All DM
62 MultiHeal Hea Cure all dmg + disease,blind,insanity,feeblemind (6 targets) DM
63 MultiSymbol 7 Com Do 1 MultiSymbol effect DM
64 Neutralize Poison 7 Hea,Nec Cure 4 poison effects (reverse causes that many, save for each) DM
65 Phoenix Sanctuary Pro You take half damage from any source (duration 1 turn, cannot be made permanent) DM
66 Protection from Death Pro,Nec Immune to slain and Slain DM
67 Protection from Fire 7 Ele,Pro Stop the next CL*24 fire dmg DM
68 Protection from Lightning 7 Ele,Pro Stop the next CL*24 lightning dmg DM
69 Raise Dead Fully Nec What you get is the full character at full hit points, but with no spells or psionic points. He loses 1 Con point permanently. RC0
70 Refuge Alters item to transport its possessor to you. PH3
71 Regenerate Nec This spell will cause the target to regenerate at 1 hp/r for 1 t, as well as it's normal (limb/organ-replacing) function. The reverse will remove the "indestructible" flag from indestructible hit points. PH1
72 Regenerate PH2
73 Regenerate Subject's severed limbs grow back. PH3
74 Regenerate 7 Nec Regenerates 1 hp /s DM
75 Reincarnate PH2
76 Reincarnation Nec,Ani What you get is the character at half normal level and hit points, with no spells or psionic points. No Con points are lost. The lost levels are regained at 1 per day. The true form of the creature is the new one from this effect, it requires an Alter Reality/Wish to switch forms. PH1
77 Remove Curse 7 Hea,Nec Cure 4 curse effects (reverse causes that many, save for each) DM
78 Repulsion Creatures can't approach you. PH3
79 Resist Fire/Resist Cold 7 Ele,Pro Take -75% dmg vs. fire or cold DM
80 Restoration PH2
81 Restoration Removes all lost levels, not just one. Also restores ability score drains. Does not age caster or target. PH1
82 Restore Spirit OA1
83 Resurrection Nec What you get is the full character at 1 hit point, with the spells and psionic points he had when killed. He loses 1 Con point, which can be restored with a Restoration or other means. PH1
84 Resurrection PH2
85 Resurrection Fully restore dead subject. PH3
86 Shadow Engines TOM2
87 Silt Cyclone DK2
88 Spacewarp TOM2
89 Spell Immunity 7 Pro Be immune to 4 spells by name DM
90 Spirit of Power TOM2
91 Succor PH2
92 Summon Monster VII Calls outsider to fight for you. PH3
93 Summon Nature's Ally VII Calls creature to fight. PH3
94 Sunbeam Beam blinds and deals 3d6 damage. PH3
95 Sunray PH2
96 Symbol PH2
97 Tentacle Walls TOM2
98 Time/Reality Stability Time Time/Reality Stability (duration 1 day), reverse removes it (Spell save) DM
99 Timelessness TOM2
100 Transmute Metal to Wood PH2
101 Transmute Metal to Wood Metal within 40 ft. becomes wood. PH3
102 Treat Caused Wounds Hea Cure 70% of max hp DM
103 True Seeing See all things as they really are. PH3
104 Uncontrolled Weather TOM2
105 Wind Walk PH2
106 Wind Walk You and your allies turn vaporous and travel fast. PH3
107 Wind Walk 7 Tra Flying at 96" rate DM
108 Wish Cnj Duplicate any Wizard or Priest spell of levels 0-6. RC0
109 Word of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects. PH3

[S3] Priest Spells


[S3.8] Level 8 Priest Spells (Quest spells)

# Name Sphere Effect Source
1 Abundance Cre/Pla Wooded area grows as if 25 years has passed TOM2
2 Air Of Permanence Tim Targetted creature/object no longer ages naturally ?
3 Alter Climate Wea Permanently changes the type of climate in 40 sq.mi. ?
4 Animal Horde Ani/Sum Summon your choice of 10*level HD of animals TOM2
5 Animal Shapes One ally/level polymorphs into chosen animal. PH3
6 Antimagic Field Negates magic within 10 ft. PH3
7 Barkskin 8 Pla,Pro AT +30 source, +7 saves vs. spell DM
8 Blade Barrier 8 Gua 10d10 dmg wall (shards) DM
9 Bless 8 All +8 TH and saves DM
10 Call Lightning 8 Com,Ele (CL+2)d18 lightning dmg (save:½) (halve the die type if not outside) DM
11 Circle Of Sunmotes Sun All friends get leveld6 hp,+1/+1 TH/dmg; enemies get reverse TOM2
12 Cloak of Chaos +4 AC, +4 resistance, and SR 25 against lawful spells. PH3
13 Command 8 Cha Target makes 8 saves, each missed save allows 1 word for a command to be given DM
14 Command Plants Plants animate and vegetation entangles. PH3
15 Conformance Law/Num Unlikely results (<50%) never occur, likely results always occur 6t TOM2
16 Conjure Elemental 8 Ele,Sum Conjure a DL=7 elemental DM
17 Conjure Greater Elemental Ele Conjures a 36 HD Elemental Lord (x2 being) ?
18 Conjure/Dismiss Semi Elemental Ele Summons or dismisses a Semi Elemental DM
19 Create Greater Undead Mummies, spectres, vampires, or ghosts. PH3
20 Create Oasis Ele Creates a permanent oasis of water, air, fire, or earth ?
21 Creeping Doom 8 Sum (1d5+7)*120 insect dmg DM
22 Cure Wounds 8 Hea Cures 36d8 hp (can take offer of 6 per die -> 216 hp) DM
23 Death Plague Nec/War Creates deadly plague (10-40% death rate over 10 d) ?
24 Death's Door 8 Hea,Nec Target (currently at negative hp) goes to 16 hp (can't go above max) DM
25 Discern Location Exact location of creature or object. PH3
26 Dispel Evil 8 All Dispel 4 evil targets (can target the same thing more than once) (save) DM
27 Dispel Magic 8 Com Dispel 6 magic effects DM
28 Disruption All Target priest cannot regain 5th-7th level spells for 1 week DK2
29 Duplicate Monster Cre Duplicate a x1 monster (not incl. classes) ?
30 Earthquake Intense tremor shakes 5-ft./level radius. PH3
31 Elemental Swarm Ele/Sum Summons (level) 36 HD elementals of chosen type (not semi-) TOM2
32 Escape All/Tra (interrupt 1M from future): teleport everyone in psi link ?
33 Etherwalk Ast/Tra Teleport caster & 50*level others to Ethereal, +3 V while there TOM2
34 Extra Group +2 Numbers The next spell you cast will affect +2 groups of monsters DM
35 Faerie Fire 8 Ele Target gets -16 AC DM
36 Fear Contagion Cha/War All within 240' are feared (no save), effect is contagious 1t TOM2
37 Finger of Death Kills one subject. PH3
38 Fire Storm Deals 1d6 fire damage/level. PH3
39 Fire Storm 8 Com,Ele (CL+2)d11 holy fire dmg, hits 3 groups (no save) DM
40 Flame Strike 8 Com,Ele CLd14 holy fire dmg (save:½) DM
41 Forever Minions Nec All dead in area raise as zombies in 1r; spell is permanent ?
42 Goodberry 8 Hea,Pla Creates 32 goodberries DM
43 Greater Planar Ally As lesser planar ally, but up to 24 HD. PH3
44 Hasten Crops Pla Crops grow in area at 3 times normal rate; spell is permanent ?
45 Heal 8 Hea Cure to 150% of max hp (max Heal 8 can cure at once = 1500 hp) DM
46 Health Blessing Hea/Nec 50 creatures immune disease, +4 saves, can cast 2 cure lights TOM2
47 Highway Tra All in 1000 sq.yd. fly at 90" TOM2
48 Hold Person/Monster 8 Cha Hold 10 person or 8 monster targets (save) DM
49 Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells. PH3
50 Holy Bolt Com Dispels undead, evil, outer-planar & 20 dmg/lvl ?
51 Imago Interrogation Ast/Div Caster's spirit can travel through time/planes while asleep TOM2
52 Imbue with Spell Ability 8 All Imbue 8 SL's to someone (max SL per spell = 4) DM
53 Implosion/Inversion Num/Com Each round for 1t, caster can implode 1 target (save -4) TOM2
54 Insect Host Ani/Sum All within 300 yards take 5*level damage per round; duration 1d DK2
55 Interdiction Wrd Friends +1/+1 TH/dmg, +1/+2 AC/saves, +4d6 hp; enemies get reverse TOM2
56 Lady's Smile Num/Tho Can choose result of 1 die roll within 2r ?
57 Mass Heal As heal, but with several subjects. PH3
58 Mindnet Tho Get telepathic contact with 10 chosen creatures (any plane) (no save) TOM2
59 Miracle 8 All DM
60 MultiSymbol 8 Com Do 2 MultiSymbol effects DM
61 Natural Independence Pro/Tra Can survive any area's natural surroundings ?
62 Neutralize Poison 8 Hea,Nec Cure 5 poison effects (reverse causes that many, save for each) DM
63 Planar Quest Ast Safely go to any known location in multiverse; immune to terrain TOM2
64 Planar Vassal Sum Summons an opposite-aligned creature; it must follow orders DK2
65 Preservation Wrd Building gets x3 Hp, pro. evil, anti-teleport zone TOM2
66 Prolific Vegetation Pla All plants grow 1 year worth in 1 day; duration is 30d ?
67 Protection from Fire 8 Ele,Pro Stop the next CL*28 fire dmg DM
68 Protection from Lightning 8 Ele,Pro Stop the next CL*28 lightning dmg DM
69 Really Really Put of Misery Time Target being that is Capital S Slain is removed from the timeline (no save) DM
70 Regenerate 8 Nec Regenerates 2 hp /s DM
71 Remove Curse 8 Hea,Nec Cure 5 curse effects (reverse causes that many, save for each) DM
72 Repel Metal or Stone Pushes away metal and stone. PH3
73 Resist Fire/Resist Cold 8 Ele,Pro Take -80% dmg vs. fire or cold DM
74 Revelation Div Continuous Legend Lore, True Seeing, Detect Lie, Tongues, Telepathy TOM2
75 Reverse Gravity Objects and creatures fall upward. PH3
76 Reverse Winds Ele/Wea Total control of all wind & air within 600 yards ?
77 Reversion Tim Reverses all effects of last round TOM2
78 Robe Of Healing Hea Get 20 1d4+4 healing effects (self or other) every round for 1h TOM2
79 Selective Reincarnation Nec As Reincarnation, but the being has choice over what form he returns as DM
80 Shield of Law +4 AC, +4 resistance, and SR 25 against chaotic spells. PH3
81 Shooting Stars Com/Sun All enemies within 120' take 6d10+192 (no save) (fire+lightning) TOM2
82 Siege Wall Cre/Gua Building gets -2/die dmg, x2 Hp, all enemies inside get -1 V action TOM2
83 Spell Immunity 8 Pro Be immune to 5 spells by name DM
84 Sphere Of Security Pro Friends get +2 AC,+2 saves, +50% MR, 4 Pro.scroll effects 1h TOM2
85 Spiral Of Degeneration C/Tho All x1 items within 50' turn off, all lose 1 spell/r, 1h TOM2
86 Stalker Cre/Gua Summon six 22 HD shambling mounds TOM2
87 Storm Legion Wea/War Can move up to (100*level) HD in a storm cloud ?
88 Storm Of Vengeance Ele/War No spellcasting, lvld6 acid, 48d8 lightning, 3*lvld10 ice TOM2
89 Summon Monster VIII Calls outsider to fight for you. PH3
90 Summon Nature's Ally VIII Calls creature to fight. PH3
91 Sunburst Blinds all within 10 ft., deals 3d6 damage. PH3
92 Symbol Triggered runes have array of effects. PH3
93 Transformation Num Friends: controlled blink 1/r, TWE 1/r, shadow walk (no action) TOM2
94 Treat Terrible Wounds Hea Cure 80% of max hp DM
95 UltraCureAll Hea As Cureall but full set of phantom hit points. DM
96 Undead Plague Nec Summon 1000 skeletons TOM2
97 Unholy Aura +4 AC, +4 resistance, and SR 25 against good spells. PH3
98 Warband Quest Cha/War Quest 200 creatures (save -4), they get +2*level hp TOM2
99 Ward Matrix Wrd Up to 6 locations physically connected, get each other's wards/pro. TOM2
100 Whirlwind Cyclone inflicts damage and can pick up creatures. PH3
101 Wild Weather C/Wea Weather changes drastically every round for 1 day/level ?
102 Wind Walk 8 Tra Flying at 135" rate DM
103 Wolf Spirits Ani/Sum Summon 2*lvld6 wolf spirits (AC-18,hp76,+2 wpn to hit,undead) TOM2
104 Word of Recall Teleports you back to designated place. PH3

[S3] Priest Spells


[S3.9] Level 9 Priest Spells

# Name Sphere Effect Source
1 Anti-Dispel Magic Shell Pro your effects are non-dispellable (inc.shell) DM/internet?
2 Antipathy Object or location affected by spell repels certain creatures. PH3
3 Astral Projection Projects you and companions into Astral Plane. PH3
4 Barkskin 9 Pla,Pro AT +34 source, +8 saves vs. spell DM
5 Between Ast/Tra time jump to any time any place, no error DM/internet?
6 Blade Barrier 9 Gua 11d11 dmg wall (shards) DM
7 Bless 9 All +9 TH and saves DM
8 Call Lightning 9 Com,Ele (CL+2)d20 lightning dmg (save:½) (halve the die type if not outside) DM
9 Cleanse All change the alignment of target to be same as yours DM/internet?
10 Command 9 Cha Target makes 9 saves, each missed save allows 1 word for a command to be given DM
11 Conjure Elemental 9 Ele,Sum Conjure a DL=8 elemental DM
12 Creeping Doom 9 Sum (1d6+8)*140 insect dmg DM
13 Cure Wounds 9 Hea Cures 45d8 hp (can take offer of 6 per die -> 270 hp) DM
14 Death's Door 9 Hea,Nec Target (currently at negative hp) goes to 32 hp (can't go above max) DM
15 Dispel Evil 9 All Dispel 5 evil targets (can target the same thing more than once) (save) DM
16 Dispel Magic 9 Com Dispel 7 magic effects DM
17 Down a Hole Astral Target is put Down a Hole (no save) DM
18 Duplicate Item Cre duplicate a x1 magic or psi item that uses charges DM/internet?
19 Duplicate Mechanism Cre duplicate a technology item DM/internet?
20 Earthquake Intense tremor shakes 5-ft./level radius. PH3
21 Elemental Swarm Summons 2d4 Large, 1d4 Huge elementals. PH3
22 Energy Drain Subject gains 2d4 negative levels. PH3
23 Erase Truename Astral Erases target's Truename (no save) DM
24 Faerie Fire 9 Ele Target gets -18 AC DM
25 Fire Storm 9 Com,Ele (CL+2)d14 holy fire dmg, hits 4 groups (no save) DM
26 Flame Strike 9 Com,Ele CLd16 holy fire dmg (save:½) DM
27 Foresight Sixth sense warns of impending danger. PH3
28 Gate Connects two planes for travel or summoning. PH3
29 Goodberry 9 Hea,Pla Creates 36 goodberries DM
30 Heal 9 Hea Cure to 175% of max hp (max Heal 9 can cure at once = 1750 hp) DM
31 Hold Person/Monster 9 Cha Hold 11 person or 9 monster targets (save) DM
32 Imbue with Spell Ability 9 All Imbue 9 SL's to someone (max SL per spell = 4) DM
33 Implosion Kills one creature/round. PH3
34 Mass Heal As heal, but with several subjects. PH3
35 Miracle Requests a deity's intercession. PH3
36 Miracle 9 All DM
37 Mountainous Barrier Ele creates a line of mountains (level) miles long DK2
38 MultiSymbol 9 Com Do 3 MultiSymbol effects DM
39 Neutralize Poison 9 Hea,Nec Cure 6 poison effects (reverse causes that many, save for each) DM
40 Petition All auto make next divine intervention roll DM/internet?
41 Pocket Dimension Ast/Cre creates a small sub-plane in the Astral DM/internet?
42 Protection from Fire 9 Ele,Pro Stop the next CL*32 fire dmg DM
43 Protection from Lightning 9 Ele,Pro Stop the next CL*32 lightning dmg DM
44 Regenerate 9 Nec Regenerates 4 hp /s DM
45 Remove Curse 9 Hea,Nec Cure 6 curse effects (reverse causes that many, save for each) DM
46 Reset Self Hea Reset self DM
47 Resist Fire/Resist Cold 9 Ele,Pro Take -85% dmg vs. fire or cold DM
48 Rift Nec all undead within 360 yards have x10 hp; duration 3 d DK2
49 Shambler Summons 1d4+2 shambling mounds to fight for you. PH3
50 Shapechange Transforms you into any creature, and change forms once per round. PH3
51 Soul Bind Traps newly dead soul to prevent resurrection. PH3
52 Spell Immunity 9 Pro Be immune to 6 spells by name DM
53 Storm of Vengeance Storm rains acid, lightning, and hail. PH3
54 Summon Monster IX Calls outsider to fight for you. PH3
55 Summon Nature's Ally IX Calls creature to fight. PH3
56 Sympathy Object or location attracts certain creatures. PH3
57 Treat Ultra Wounds Hea Cure 90% of max hp DM
58 True Resurrection As resurrection, plus remains aren't needed. PH3
59 Unlimited Wish ? Duplicate any Wizard or Priest spell of levels 0-8. DM
60 Wind Walk 9 Tra Flying at 180" rate DM

[S3] Priest Spells


[S3.10] Level 10 Priest Spells

# Name Sphere Effect Source
1 Barkskin 10 Pla,Pro AT +38 source, +9 saves vs. spell DM
2 Blade Barrier 10 Gua 12d12 dmg wall (shards) DM
3 Bless 10 All +10 TH and saves DM
4 Call Lightning 10 Com,Ele (CL+2)d22 lightning dmg (save:½) (halve the die type if not outside) DM
5 Command 10 Cha Target makes 10 saves, each missed save allows 1 word for a command to be given DM
6 Conjure Elemental 10 Ele,Sum Conjure a DL=9 elemental DM
7 Creeping Doom 10 Sum (1d7+11)*160 insect dmg DM
8 Cure Wounds 10 Hea Cures 55d8 hp (can take offer of 6 per die -> 330 hp) DM
9 Death's Door 10 Hea,Nec Target (currently at negative hp) goes to 64 hp (can't go above max) DM
10 Dispel Evil 10 All Dispel 6 evil targets (can target the same thing more than once) (save) DM
11 Dispel Magic 10 Com Dispel 8 magic effects DM
12 Faerie Fire 10 Ele Target gets -20 AC DM
13 Fire Storm 10 Com,Ele (CL+2)d17 holy fire dmg, hits 5 groups (no save) DM
14 Fix Hea Removes all negative [C] section effects from target, and does a Cureall DM
15 Flame Strike 10 Com,Ele CLd18 holy fire dmg (save:½) DM
16 Goodberry 10 Hea,Pla Creates 40 goodberries DM
17 Heal 10 Hea Cure to 200% of max hp (max Heal 10 can cure at once = 2000 hp) DM
18 Hold Person/Monster 10 Cha Hold 12 person or 10 monster targets (save) DM
19 iHeal Hea Cures all idmg or 1 iidmg on one target DM
20 Imbue with Spell Ability 10 All Imbue 10 SL's to someone (max SL per spell = 5) DM
21 MultiSymbol 10 Com Do 4 MultiSymbol effects DM
22 Neutralize Poison 10 Hea,Nec Cure 7 poison effects (reverse causes that many, save for each) DM
23 Protection from Fire 10 Ele,Pro Stop the next CL*36 fire dmg DM
24 Protection from Lightning 10 Ele,Pro Stop the next CL*36 lightning dmg DM
25 Regenerate 10 Nec Regenerates 8 hp /s DM
26 Remove Curse 10 Hea,Nec Cure 7 curse effects (reverse causes that many, save for each) DM
27 Reset Other Hea Reset someone else DM
28 Resist Fire/Resist Cold 10 Ele,Pro Take -90% dmg vs. fire or cold DM
29 Spell Immunity 10 Pro Be immune to 7 spells by name DM
30 Wind Walk 10 Tra Flying at 231" rate DM

[S4] Rogue Spells


[S4.1] Level 1 Rogue Spells

SL # Name Class Effect Source
1 1 Accelerated Movement Bard Move at normal speed when using Balance, Climb, or Move Silently CAdv3-142
1 2 Alarm Bard Alarm PH3-197
1 3 Amplify Bard Amplifies sound MoF3-77
1 4 Animate Rope Bard Animate Rope PH3-199
1 5 Appraising Touch Bard +CL to Appraisal checks DR253-70
1 6 Balagarn's Iron Horn Bard Trip 1 group (Str check vs. Str 20) MoF3-79
1 7 Cause Fear Bard Fear 1 target (Will save) PH3-208
1 8 Charm Person Bard Charm Person PH3-209
1 9 Comprehend Languages Bard Comprehend Languages PH3-212
1 10 Confusion, Lesser Bard Confusion one target (Will save) PH3-212
1 11 Critical Strike Assassin Next attack does +1d6 dmg, threat range doubles CAdv3-145
1 12 Cure Light Wounds Bard Cures 1d8+CL hp PH3-215
1 13 Dead End Assassin Obscures your tracks and scent; Immune Clairnasience DR253-71
1 14 Dead End Bard CL targets have tracks and scent obscured DR253-71
1 15 Detect Poison Assassin Detects poison PH3-219
1 16 Detect Secret Doors Bard Detect Secret Doors and compartments PH3-220
1 17 Discern Bloodline Bard Know race of target creature RoD3-165
1 18 Disguise Self Assassin Disguise 40+CL*20% PH3-222
1 19 Disguise Self Bard Disguise Self PH3-222
1 20 Disquietude Bard Target flees (Will save) MoF3-90
1 21 Distort Speech Bard Target has 50% spell failure (Fort save) CAdv3-145
1 22 Distract Bard CL targets get -4 on all rolls (Will save) DR143-20
1 23 Distract Assailant Assassin Target loses Dex adjustment to AC (Will save) CAdv3-146
1 24 Empathy Bard Empathy DR133-93
1 25 Erase Bard Erase PH3-227
1 26 Expeditious Retreat Bard +9" move rate for 1t PH3-228
1 27 Expeditious Retreat, Swift Bard (0 action to cast) +9" move rate for 1r CAdv3-149
1 28 Feather Fall Assassin Feather Fall PH3-229
1 29 Feather Fall Bard Feather Fall PH3-229
1 30 Focusing Chant Bard +1 TH, skill checks, ability score checks for 1t CAdv3-149
1 31 Friendly Face Bard +5 bonus on Diplomacy and Gather Information checks RoD3-166
1 32 Ghost Sound Assassin Illusionary sounds of 4*CL people PH3-235
1 33 Glimpse of Fear Bard Target is Vulnerable to Fear (no save) DR333-71
1 34 Grease Bard Grease PH3-237
1 35 Harmony Bard Singing: +2 TH and dmg and Resist Fear for party PGF3-104
1 36 Healing Rest Bard CL creatures have double natural healing rate CAdv3-151
1 37 Herald's Call Bard Slow 1 target (Will save) CAdv3-151
1 38 Hypnotism Bard Hypnotism 1 target (Will save) PH3-242
1 39 Identify Bard Identify PH3-243
1 40 Insightful Feint Assassin +10 AC vs. next attack on you CAdv3-153
1 41 Instant Locksmith Assassin Open Locks 40+CL*20% (duration = one attempt) CAdv3-153
1 42 Instant Search Assassin Auto make one Search check CAdv3-153
1 43 Joyful Noise Bard Cancels Silence CAdv3-154
1 44 Jump Assassin Jump PH3-246
1 45 Know Protections Bard Know target's DR, SR, and resistances/immunities MoF3-104
1 46 Locate City Bard Locate a city with minimum size designated by caster RoD3-167
1 47 Low-Light Vision Assassin Low-Light vision CArc3-113
1 48 Magic Mouth Bard Magic Mouth PH3-251
1 49 Master's Touch Bard Proficient with one weapon for 1t CAdv3-154
1 50 Nystul's Magic Aura Bard Nystul's Magic Aura PH3-257
1 51 Obscure Object Bard Object in undetectable by Divination effects PH3-258
1 52 Obscuring Mist Assassin Your group is fogged (can't target or use missile weapons into) PH3-258
1 53 Ray of Hope Bard Target gets +2 on all die rolls for 1r BoED3-105
1 54 Remove Fear Bard Remove Fear PH3-271
1 55 Rooftop Strider Assassin Auto make Balance and Jump checks RoD3-167
1 56 Scholar's Touch Bard Read 1 book per round RoD3-167
1 57 Serene Visage Assassin Illusion DR253-72
1 58 Serene Visage Bard +CL Bluff checks DR253-72
1 59 Shock and Awe Assassin Target loses next action (Will save) DR253-72
1 60 Shock and Awe Bard CL targets get -10 initiative on next roll DR253-72
1 61 Silent Image Bard Visual-only illusion of an object or creature PH3-279
1 62 Silent Portal Assassin One door or window makes no sound when opening/closing MoF3-117
1 63 Sleep Assassin 4 HD of creatures in one group slept (Will save) PH3-280
1 64 Sleep Bard Sleep 1 target or 4 HD of creatures (Will save) PH3-280
1 65 Sniper's Shot Assassin Can use Backstab (even to front) on next missile attack CAdv3-157
1 66 Summon Monster I Bard Summons a DL I monster PH3-285
1 67 Summon Undead I Bard Summons a DL I undead PGF3-114
1 68 Tasha's Hideous Laughter Bard Tasha's Hideous Laughter PH3-292
1 69 True Strike Assassin +20 TH on next attack roll PH3-296
1 70 Undersong Bard May make a Perform check in place of a Concentration check DR283-72
1 71 Undetectable Alignment Bard Undetectable Alignment PH3-297
1 72 Unseen Servant Bard Unseen Servant PH3-297
1 73 Ventriloquism Bard Ventriloquism PH3-298

[S4] Rogue Spells


[S4.2] Level 2 Rogue Spells

SL # Name Class Effect Source
2 1 Alter Self Assassin Alter Self +/- 1 size PH3-197
2 2 Alter Self Bard Alter Self PH3-197
2 3 Animal Messenger Bard Message PH3-198
2 4 Animal Trance Bard 2d6 HD of Animals with Int <3 are Fascinated PH3-198
2 5 Bladeweave Bard 0, 1/P action: One of your attacks is Daze brand (Will save) CAdv3-144
2 6 Blindness/Deafness Bard Blindness or Deafness one target (Fort save) PH3-206
2 7 Blur Bard iWR 20% PH3-206
2 8 Calm Emotions Bard Removes Rage, Enraged, Fear, Confusion, failed Morale PH3-207
2 9 Cat's Grace Bard +4 Dex for 1t PH3-208
2 10 Cat's Grace Assassin +4 Dex for CL r PH3-208
2 11 Circle Dance Bard Locate Person and know if he's hurt MoF3-84
2 12 Cloud of Bewilderment Bard Group is Nauseated (Fort save) PGF3-101
2 13 Cure Moderate Wounds Bard Cures 2d8+CL hp PH3-216
2 14 Darkness Assassin Darkness 20'r PH3-216
2 15 Darkness Bard Darkness PH3-216
2 16 Daze Monster Bard 1 target Dazed (Will save) PH3-217
2 17 Delay Poison Bard Slow Poison PH3-217
2 18 Delusions of Grandeur Bard -2 all actions, -2 Wis (Will save) DR243-71
2 19 Detect Thoughts Bard ESP (Will save) PH3-220
2 20 Eagle's Splendor Bard +4 Chr for 1t PH3-225
2 21 Elation Bard +2 Str, +2 Dex, +3" move rate BoED3-98
2 22 Enthrall Bard Enthrall PH3-227
2 23 Faerinaal's Hymn Bard CL targets do not get parting shots for 1t BoED3-99
2 24 Fire Shuriken Assassin CL/3 targets: 3d6 fire dmg (no save); can get Str bonus but need to roll TH CArc3-107
2 25 Fly, Swift Bard (0 action to cast) Fly at 18" for 1r CAdv3-149
2 26 Force Whip Bard Creates a Whip with Fear Animals Brand for 1t. CArc3-108
2 27 Fox's Cunning Bard +4 Int for 1t PH3-233
2 28 Fox's Cunning Assassin +4 Int for CL r PH3-233
2 29 Glitterdust Bard Dispels Invisibility, 1 target Blind (Will save) PH3-236
2 30 Harmonize Bard Can sing Bard songs using 1V action RoS3-162
2 31 Heartfire Bard Dispels Blur, Displacement, Invisibility; 1d4 Fire dmg for CL r DR143-20
2 32 Heroism Bard One target gets +2 TH, saves, skill checks PH3-240
2 33 Hold Person Bard Hold Person PH3-241
2 34 Hypnotic Pattern Bard Hypnotic Pattern PH3-242
2 35 Ice Knife Assassin One target: 2d8 cold dmg (no save) and 2 Dex dmg (Fort save) CArc3-112
2 36 Illusory Script Assassin Only specified people can read the writing PH3-243
2 37 Insidious Insight Bard +10 bonus on Bluff, Diplomacy, Intimidate, Sense Motive RoE3-187
2 38 Insidious Rhythm Bard Target gets -4 Int and Concentration checks CAdv3-152
2 39 Insignia of Alarm Bard Wakens the whole party RoD3-166
2 40 Invisibility Assassin Invisibility PH3-245
2 41 Invisibility Bard Invisibility PH3-245
2 42 Invisibility, Swift Assassin 1bM to cast: Invisibility, disappears if you are hit or attack CAdv3-153
2 43 Invisibility, Swift Bard (0 action to cast) Invisibility for 1r CAdv3-153
2 44 Iron Silence Assassin No penalties while wearing armor for CL h CAdv3-153
2 45 Iron Silence Bard CL/3 suits of armor do not have Rogue penalties for 1d CAdv3-153
2 46 Lively Step Bard Party gets +3" move rate and +1V action per round PGF3-106
2 47 Locate Object Bard Locate Object PH3-249
2 48 Marked Man Assassin Auto make Search checks when tracking/trailing a specific person DR253-71
2 49 Mindless Rage Bard Target is Enraged (Will save) CAdv3-155
2 50 Minor Image Bard Visual illusion with some minor sounds (i.e., not speech) PH3-254
2 51 Mirror Image Bard 1d4+CL/3 Mirror Images PH3-254
2 52 Misdirection Bard Misdirection PH3-254
2 53 Misrepresent Alignment Bard Give false alignment to Divination effects RoE3-188
2 54 Nightmare Lullaby Bard Target is Confused (Will save) MoF3-110
2 55 Pass without Trace Assassin Leave no tracks or scent trail PH3-259
2 56 Phade's Fearsome Aspect Bard Target can gaze to fear (Will save) DR333-72
2 57 Phantom Foe Assassin 1 Mirror Image DR243-72
2 58 Phantom Threat Bard Everyone is "Behind" on the target (Will save) CWar3-118
2 59 Proud Arrogance Bard Target resists Charm and Fear RoD3-167
2 60 Pyrotechnics Bard Pyrotechnics PH3-267
2 61 Rage Bard Target is Enraged and gets +2 Str, +2 Con, +1 Will saves, -2 AC PH3-268
2 62 Reflective Disguise Bard Creatures think you are the same race as them for CL t Und3-60
2 63 Returning Weapon Assassin One weapon gains end of segment returning (travels) for CL r RotW3-175
2 64 Scare Bard CL/3 targets are Feared (Will save) PH3-274
2 65 Shatter Bard Shatter PH3-278
2 66 Silence Bard Silence 20'r PH3-279
2 67 Sonic Weapon Bard Weapon does +1d6 sound dmg per attack CAdv3-157
2 68 Sound Burst Bard Group takes 1d8 sound dmg (no save), stunned 1r (Fort save) PH3-281
2 69 Spider Climb Assassin Spider Climb PH3-283
2 70 Stop Moving Monk As [C] section effect Cannot Move (PP save) DM
2 71 Suggestion Bard Suggestion PH3-285
2 72 Summon Monster II Bard Summons a DL II monster PH3-286
2 73 Summon Swarm Bard Summons CL DL I rats, bats, or spiders PH3-289
2 74 Summon Undead II Bard Summons a DL II undead PGF3-114
2 75 Tactical Precision Bard If 2 PCs are attacking same creature, they get +2 TH and +1d6 dmg CAdv3-157
2 76 Tongues Bard Tongues PH3-294
2 77 Tvash-Prull's Bonefiddle Bard Target takes 1d6 sound dmg dmg per round DR283-72
2 78 Undetectable Alignment Assassin Undetectable alignment PH3-297
2 79 Unseen Crafter Bard Unseen Servant, has caster's Craft skill RoE3-191
2 80 Wave of Grief Bard Group gets -3 on all actions (Will save) CDiv3-188
2 81 Whirling Blade Bard Do 1 attack on all creatures in 1 group (not necessarily your group) CArc3-129
2 82 Whispering Wind Bard Message PH3-201
2 83 Wraithstrike Assassin All of your melee weapons are effectively grafted (get Str+Dex) for CL r CAdv3-158

[S4] Rogue Spells


[S4.3] Level 3 Rogue Spells

SL # Name Class Effect Source
3 1 Absorb Weapon Assassin One your weapons is hidden inside your body (1V to draw weapon) CAdv3-142
3 2 Allegro Bard Group gets +9" to move rate CAdv3-142
3 3 Amorphous Form Assassin Become Ooze-like; Immune poison, polymorph, stun; Cannot attack or cast spells Und3-56
3 4 Analyze Portal Bard Detects and analyzes Portals within 60' FR3-66
3 5 Anamensis Bard Auto make Knowledge skill checks; -4 Will saves DR383-77
3 6 Blink Bard Controlled Blink PH3-206
3 7 Charm Monster Bard Charm Monster PH3-209
3 8 Clairaudience/Clairvoyance Bard Clairaudience or Clairvoyance PH3-209
3 9 Confusion Bard Confusion 1 group (Will save) PH3-212
3 10 Crushing Despair Bard 1 group gets -2 all actions and -2 dmg (Will save) PH3-215
3 11 Cure Serious Wounds Bard Cures 3d8+CL hp PH3-216
3 12 Daylight Bard Gives an area of sunlight (may affect undead and the like) PH3-216
3 13 Deep Slumber Assassin 10 HD of creatures in a group are slept (Will save) PH3-217
3 14 Deep Slumber Bard Sleep a group (Will save) PH3-217
3 15 Deeper Darkness Assassin Darkness vs. all forms of sight (No Blindfighting, Infravision, etc.) PH3-217
3 16 Dirge of Discord Bard 1 group gets -4 Dex, -4 TH, half move rate (Will save) CAdv3-145
3 17 Dispel Magic Bard Dispel Magic PH3-223
3 18 Displacement Bard Displaced PH3-223
3 19 Dissonant Chord Bard 1 group takes CLd4 sound dmg (Will save for 1/2) CAdv3-145
3 20 False Life Assassin +1d10+CL hp (can go up to 10+CL above max), above max lasts for CL h PH3-229
3 21 Fear Bard Group is Feared or Panicked (Will save) PH3-229
3 22 G'elsewhere Chant Bard Willing target or object Escapes to home MoF3-96
3 23 Gaseous Form Bard Gaseous Form PH3-234
3 24 Geas, Lesser Bard Geas 1 target (Will save) PH3-235
3 25 Good Hope Bard Target gets +2 all actions and +2 dmg PH3-237
3 26 Harmonic Chorus Bard +2 CL on your spells for CL r CAdv3-150
3 27 Haste Bard Haste PH3-239
3 28 Haunting Tune Bard CL targets are Feared (Will save) MoF3-99
3 29 Hymn of Praise Bard Good-aligned Group +2 CL w/ Priest spells and +4 Turn Undead rolls for 1r CAdv3-152
3 30 Illusory Script Bard Illusory Script PH3-243
3 31 Infernal Threnody Bard Evil-aligned Group +2 CL w/ Priest spells and +4 Turn Undead rolls for 1r CAdv3-152
3 32 Insignia of Blessing Bard Awaken party; they get +1 AC and Fort saves for 1t RoD3-166
3 33 Insignia of Healing Bard Target is cured 1d8+CL hp (even out of sight if it's a Party member on same plane) RoD3-166
3 34 Invisibility Sphere Bard Group is Invisible PH3-245
3 35 Leomund's Tiny Hut Bard Leomund's Tiny Hut PH3-247
3 36 Love's Lament Bard 1 group: 1d6 Wis dmg (Will save), Nauseated (Will save) DR283-70
3 37 Magic Circle against Good Assassin Pro. from Good PH3-250
3 38 Major Image Bard Illusion that has visuals, sound, smell, and heat PH3-252
3 39 Misdirection Assassin Misdirection PH3-254
3 40 Nondetection Assassin Nondetection PH3-257
3 41 Phantom Steed Bard Phantom Mount; has AC 18, hp 7+CL, move 6*CL" PH3-260
3 42 Puppeteer Bard Control movements 1 target (Will save) MoF3-112
3 43 Refreshment Bard Remove non-lethal (subdual) dmg, starvation, thirst BoED3-105
3 44 Remove Curse Bard Remove Curse PH3-270
3 45 Reveille Bard Speak with Dead MoF3-113
3 46 Scrying Bard Magical Pool PH3-274
3 47 Sculpt Sound Bard CL targets have their sounds/voices modified (Will save) PH3-275
3 48 Secret Page Bard Secret Page PH3-275
3 49 See Invisibility Bard Detect Invis. PH3-275
3 50 Sepia Snake Sigil Bard Sepia Snake Sigil PH3-276
3 51 Slow Bard Slow PH3-280
3 52 Speachlink Bard The caster and a willing target can communicate over any distance CAdv3-157
3 53 Speak with Animals Bard Speak with Animals PH3-281
3 54 Spectral Weapon Assassin Creates a phantom weapon of any type you like, grafted, for CL r CAdv3-157
3 55 Spider Poison Assassin Target takes 1d6 Str dmg /r (PPD save) MoF3-123
3 56 Summon Monster III Bard Summons a DL III monster PH3-286
3 57 Summon Undead III Bard Summons a DL III undead PGF3-114
3 58 Verraketh's Shadow Crown Bard +4 bonus on Perform checks RoF3-191
3 59 Vision of Fear Bard Learn the greatest or most recent fear of target DR333-73
3 60 Warcry Bard Group is Cowered for 1d4 r (Will save) BoED3-111
3 61 Weapon of Impact Bard Weapon has +2 to threat range for 1t MoF3-134
3 62 Winding Alleys Bard Target becomes lost in the city (Will save) RoD3-169
3 63 Wounding Whispers Bard Damaging shield (sound) 1d6+CL dmg per attack MoF3-134

[S4] Rogue Spells


[S4.4] Level 4 Rogue Spells

SL # Name Class Effect Source
4 1 Blinding Beauty Bard The caster gains the beauty of a Nymph. Gaze to Blind (Fort save) BoED3-92
4 2 Break Enchantment Bard CL targets remove Curses, Enchantments, Transmutations, Petrification PH3-207
4 3 Burn Out Monk As [C] section effect (Will save) DM
4 4 Celebration Bard Group is Drunk (Will save) MoF3-84
4 5 Charm Person, Mass Bard Charm Person a group (Will save) RoD3-164
4 6 Clairaudience/Clairvoyance Assassin Clairaudience or Clairvoyance PH3-209
4 7 Cure Critical Wounds Bard Cure 4d8+CL dmg PH3-215
4 8 Cursed Blade Assassin One weapon does Vile dmg for CL r CWar3-117
4 9 Detect Scrying Bard Detect Scrying PH3-219
4 10 Dimension Door Assassin Dimension Door PH3-221
4 11 Dimension Door Bard Dimension Door PH3-221
4 12 Dolorous Motes Bard CL targets are Dazed (Will save) BoED3-97
4 13 Dominate Person Bard Domination on a Humanoid (Will save) PH3-224
4 14 Freedom of Movement Assassin Free Action PH3-233
4 15 Freedom of Movement Bard Free Action PH3-233
4 16 Fugue of Tvash-Prull Bard Group gets -2 TH and skill checks (no save), Sporacled (Fort save) DR283-70
4 17 Glibness Assassin Resist Detect Lie; +30 Bluff checks PH3-235
4 18 Hallucinatory Terrain Bard Hallucinatory Terrain PH3-238
4 19 Heart Ripper Assassin CL HD of creatures in one group slain (heart drawn forth) (Fort save) CArc3-110
4 20 Hold Monster Bard Hold Monster PH3-241
4 21 Insidious Suggestion Bard Suggestion (Will save) RoE3-187
4 22 Inspired Aim Bard Party gets +2 TH with ranged attacks BoED3-101
4 23 Invisibility, Greater Assassin Improved Invisibility PH3-245
4 24 Invisibility, Greater Bard Improved Invis. PH3-245
4 25 Know Vulnerabilities Bard Determine target's vulnerabilities and resistances. MoF3-104
4 26 Legend Lore Bard Legend Lore PH3-246
4 27 Leomund's Secure Shelter Bard Leomund's Secure Shelter PH3-247
4 28 Listening Coin Bard A pair of touched coins become a transmitter and a receiver (for sound) CAdv3-154
4 29 Locate Creature Assassin Locate a specific creature or a creature type (same plane) PH3-249
4 30 Locate Creature Bard Locates a specific or type of creature PH3-249
4 31 Modify Memory Assassin Alter short-term memories (up to 5 minutes) (Will save) PH3-255
4 32 Modify Memory Bard Changes up to 5 minutes of a living subject's memories (Will save) PH3-255
4 33 Movement Fury Monk Can use all your V actions this segment, afterwards are Exhausted and cannot use V actions for 1 turn DM
4 34 Neutralize Poison Bard Neutralize Poison PH3-257
4 35 Poison Assassin Target takes 1d10 Con dmg /r (PPD save) PH3-262
4 36 Portal View Bard The target closed Portal shows what is on the other side Und3-60
4 37 Rainbow Pattern Bard 1 group is Fascinated (Will save) PH3-268
4 38 Repel Vermin Bard Insects must Will save to enter your group (then they take 2d6 dmg) PH3-271
4 39 Resonating Bolt Bard CLd4 sound dmg to a group (no save) CArc3-121
4 40 Shadow Conjuration Bard Duplicate a Wizard Conj/Sum spell of SL 0-3, it is only 25% real PH3-276
4 41 Shadow Form Assassin Become Shadow-like; Can't be targetted; Passwall self; Immune Wall effects CAdv3-156
4 42 Shout Bard 5d6 sound dmg to a group (no save) PH3-279
4 43 Sniper's Eye Assassin Darkvision; +10 Spot checks; Can use Missile Backstab and Missile Assassination CAdv3-156
4 44 Speak with Plants Bard Speak with Plants PH3-282
4 45 Spectral Weapon Bard Creates a weapon for 1t CAdv3-157
4 46 Speechlink Bard Caster and touched targets can verbally communicate over any distance MoF3-121
4 47 Stone Shatter Bard Destroy a stone object (no save) MoF3-124
4 48 Summon Monster IV Bard Summons a DL IV monster PH3-286
4 49 Summon Undead IV Bard Summons a DL IV undead PGF3-114
4 50 Unluck Bard Target makes 2 rolls for each roll, choose worst for 1t CArc3-128
4 51 Wall of Dispel Magic Bard Wall of DMZ (Dispel Magic Zone) Und3-63
4 52 War Cry Bard Caster gains +2 bonus on attacks and damage (+4 if charging). CAdv3-158
4 53 Zone of Silence Bard Special: Silence an area only for enemies (party is unaffected) PH3-303

[S4] Rogue Spells


[S4.5] Level 5 Rogue Spells

SL # Name Class Effect Source
5 1 Blink, Improved / Greater Bard Controlled Blink; Resist damaging area effects, falling dmg CArc3-99
5 2 Body Harmonic Bard Target takes 1d10 ability dmg of your choice (no save) DR143-45
5 3 Cure Light Wounds, Mass Bard Cures 1d8+CL hp on CL targets PH3-216
5 4 Dispel Magic, Greater Bard Dispel all spell effects on 1 target (auto succeed, ER still applies) PH3-223
5 5 Dream Bard Give a sleeping target a message PH3-225
5 6 False Vision Bard True Sight (reversed) PH3-229
5 7 Heroism, Greater Bard Target gains a +4 TH, saves, skill checks; Immune fear; +CL current hp PH3-240
5 8 Improvisation Bard +2*CL Luck (the ability score) for 1t CAdv3-152
5 9 Inescapable Swarm Bard CL targets are Shaken (Will save) and Nauseated (Fort save) DR333-71
5 10 Mind Fog Bard Group gets -10 Will saves and Wis checks (no save) PH3-253
5 11 Mirage Arcana Bard Mirage Arcana PH3-254
5 12 Mislead Bard Mislead PH3-255
5 13 Nightmare Bard Sleeping target has a nightmare, 1d10 dmg PH3-257
5 14 Persistent Image Bard Mobile Illusion that has visuals, sound, smell, and heat; Programmable PH3-260
5 15 Reflective Disguise, Mass Bard Group is affected by Reflective Disguise Und3-61
5 16 Revenance Bard Raise Dead CDiv3-178
5 17 Scyllan Scream Bard Group is Panicked and Shaken (Will save for each) DR343-75
5 18 Seeming Bard Seeming (Alters appearance) PH3-275
5 19 Shadow Evocation Bard Duplicate a Wiz Evocation spell of SL 0-4, it is 25% real PH3-277
5 20 Shadow Walk Bard Shadow Walk PH3-277
5 21 Song of Discord Bard 1 group has 50% chance of attacking nearest target (friend or foe) (Will save) PH3-281
5 22 Suggestion, Mass Bard Suggestion a group (Will save) PH3-285
5 23 Summon Monster V Bard Summons a DL V monster PH3-287
5 24 Summon Undead V Bard Summons a DL V undead PGF3-114
5 25 Telepathy Block Bard Blocks use of Telepathy on you or your party's psionic link BoED3-109
5 26 Unfettered Heroism Bard 1 Luckstone effect per round RoE3-190
5 27 Wail of Doom Bard Group takes CLd4 sound dmg (no save), Panicked (Will save) CAdv3-158
5 28 Wall of Greater Dispel Magic Bard Wall of DMZ that ignores ER (treats iER as ER) Und3-63

[S4] Rogue Spells


[S4.6] Level 6 Rogue Spells

SL # Name Class Effect Source
6 1 Analyze Dweomer Bard 0, 1/r: Legend Lore PH3-197
6 2 Animate Objects Bard Animates and object as a DL V golem PH3-199
6 3 Bestow Curse, Greater Bard Curse (no save) RoD3-164
6 4 Cacophonic Shield Bard Barrier around caster (mobile) stops sound effects, songs, words CAdv3-144
6 5 Cat's Grace, Mass Bard Group gets +4 Dex for 1t PH3-208
6 6 Charm Monster, Mass Bard Charm Monster a group (Will save) PH3-209
6 7 City Stride Bard Go from one city to another within 100*CL miles RoD3-234
6 8 Cure Moderate Wounds, Mass Bard Cures 2d8+CL hp to CL targets PH3-216
6 9 Dirge Bard Enemies in your group takes 2 Str and 2 Dex dmg per round (no save) MoF3-89
6 10 Dominate Person, Mass Bard Domination a group (Will save) DR123-51
6 11 Eagle's Splendor, Mass Bard Group gets +4 Chr for 1t PH3-225
6 12 Empyreal Ecstasy Bard Remove Pain, Mental effects; Half dmg from physical attacks for 1r BoED3-98
6 13 Eyebite Bard Coma 1 target (Fort save) PH3-228
6 14 Find the Path Bard Find the Path PH3-230
6 15 Fox's Cunning, Mass Bard Group gets +4 Int for 1t PH3-233
6 16 Gate Seal Bard Removes a Gate or Dim Door type effect FR3-70
6 17 Geas, Mass Lesser Bard Geas CL targets (Will save) DR123-51
6 18 Geas/Quest Bard Geas/Quest 1 target (no save) PH3-234
6 19 Greater Shout Bard 10d6 sound dmg to 1 group (no save), stunned (Fort save) PH3-279
6 20 Heroes' Feast Bard Heroes' Feast PH3-240
6 21 Hindsight Bard Replay the Past CAdv3-151
6 22 Nixie's Grace Bard Caster gets +4 Chr, +2 Dex, +2 Wis, DR 5/cold iron, water breathing DR143-46
6 23 Otto's Irresistible Dance Bard Otto's Irresistible Dance PH3-259
6 24 Permanent Image Bard Permanent Illusion PH3-260
6 25 Prismatic Solid Monk Add a "Special" to entire room of Prismatic-ness (1 prismatic effect per person per segment) DM
6 26 Programmed Image Bard Programmed Image (can respond to stimuli if responses are given) PH3-265
6 27 Project Image Bard Project Image PH3-265
6 28 Protege Bard Target gets Bardic Music/Knowledge/Perform abilities with level=CL/2 CAdv3-155
6 29 Scrying, Greater Bard Magical Pool (the effect can move at 45") PH3-275
6 30 Summon Monster VI Bard Summons a DL VI monster PH3-287
6 31 Sympathetic Vibration Bard Group of objects takes 2 Hull dmg per round PH3-291
6 32 Symphonic Nightmare Bard Target cannot sleep DR283-72
6 33 Veil Bard Veil (Alter Appearance a group) PH3-298

[S10] Familiars


[S10.1] Familiars rules (for the Master)

The following classes can have familiars, and the levels needed for Normal/Superior/Ultra:
All Wizards (1/9/27, except Pet Mage is 1/6/18 and Conjurer/Summoner is 1/8/24), Ranger1 (9/18/NA), Beastmaster (2/NA/NA), Druid (1/NA/NA), Anti-Druid (NA/13/36), Psi3C (1/9/27), Psi11G (1/NA/NA), All Concordants (1/2/3), Specialty Priests if they have Animal as a Grand (9/18/36).
You generally cannot have more than 1 familiar, even if you have multiple ways of gaining a familiar. Having 2 Wizard classes is insufficient. Having a Wizard class and buying a Kit that gives a familiar is insufficient. Buying two Kits that give familiars (same Kit twice or different Kits) is insufficient. You need an effect that specifically says you get an "extra" or "+1" familiar (e.g. Spellshaper5's "+1 familiar" ability, Pet Mage, X4 amplification, etc.).
If you somehow gain 2 of the same familiar, their effects do not stack. Having a variation on a familiar (Shadow T-Bear vs. T-Bear) does let them stack. Exceptions (these familiars do stack with each other): Fundamental/Mephit/Mini-Elemental (of different elements), Humanoid, Int Item/Spell/Trap/Trick, Pawn, Giant Space Hamster (don't duplicate picks), Homonculous (don't duplicate picks), Pet Rock, Tribble.
 
hp Gain Option:
1 Background Point: The Master gains the hit points of their familiars (max = 2*level hp). You lose twice the hp amount gained if you lose the familiar.
+1 more Background Point: You lose only what you gained from the familiar if you lose the familiar.

[S10.2] Familiars rules (for the Familiar)

Familiars are immune to all effects unless they attack anyone or are attacked by their master (or one of the other familiars in the master's group).
Familiars can die from gross global effects which do not directly target them: Genocide, MF goes to 0, Elemental Plane of Time turned off, Mass Erase Truename effects, Planetary Detonate, etc. Simple area effects such as Fireball will not affect a familiar.
Familiars generally have their own special abilities, but sometimes they are not allowed to use them unless they are also a character (see the option below).
Familiars cannot themselves have familiars.
 
Share Spells Option:
1 Background Point: Familiar can cast spells from Master's memorization. These spells must be from the Master's familiar-gaining class (if you don't have one, this option does nothing, but you do need it to get the next option).
+1 more Background Point: Familiar can use spells, psionics, or class abilities (not racial abilities or item abilities) from Master. Does not have to be from the familiar-gaining class.
 
Familiars as Characters Option:
Sometimes, a familiar NPC is ran by the DM. In this case, you do not need to spend Background Points for this, but you (as player) don't make decisions for the familiar.
2 Background Points: Familiar can gain XP (÷2) and have 1 class. Familiars are retroactive on XP; i.e. they get half of your total XP. Books of +1 Level The Old Way (by gaining XP) and such do count for this. Familiars can themselves get XP on their own, but are not "immune" as above. The halving of XP is not a XP divisor and cannot be improved upon, unless the familiar abuses X4. Familiars calculate stats just like any other character. They pick a "race" (doesn't have to match their apparent race, but you can use [P3.8] if a Monstrous Compendium sheet is available for that Familiar type).
+2 more Background Points: If you have more than 1 familiar, each familiar gives each other their familiar abilities.
 
Hostile Familiars Option:
1 Background Point: Your familiar (call it A) may attack another familiar (call it B). A and B are no longer immune to each other. B is allowed to attack back at A. This option does not cause A and B to lose immunity in general; they simply lose immunity to each other. Another (third) creature (call it C) still cannot affect A or B.
+1 Background Point: As above, but if B attacks A back, A may spend a 0 action and declare that "A and B are being hostile", in which case neither A nor B are immune to anyone. This would allow C (and any other onlookers, including A's Master and B's Master) to attack A or B freely. There are times that A will not want to do this, of course.

[S10.3] List of Familiars

Familiar Name Natural? Mount? Abilities New?
Aerial Servant No Yes Level 1: Flying; Resist Air
Level 9: Pass Wall; Immune Air
Level 18: Double Wis bonus spells for Priest
AEther Vortex No No Level 1: 1M,1/r: Remove Stun/Para
Level 9: Mouth's P: Teleport Other to Ethereal (no save)
Level 18: 0,1/s: Remove Stun/Para
Andromedan No No Level 27: 0,1/r: lvl*10 hp vs. Energy/Phys; 0,1/s: Dim Door; 0,1/s: TK lvl^3 lbs.
Aphid Yes No Level 1: -1 size; No need for food/water
Level 9: 1V, 1/t: Generate a Potion of Heal (value 0 item XP)
Level 18:
B.F.M. (Big Furry Monster) No Yes Level 27: +2 Size; 6M,3P,4V,15 Psi11B mana: Target becomes a familiar of yours (!)
Baboon Yes No Level 1: +2 Str; -1 Chr
Level 9: +CL Str (total is +CL+2 Str)
Level 18: Sustain Str, Dex, Con
Babelfish Yes No Level 1: +CL Language slots
Level 9: No movement restrictions in water
Level 18:
Baby Bumblebee Yes No Level 1: Resist Poison; 1V: Flying until end of round
Level 9: Rear end's P: Sting (LVL^2 poison dmg, save for ½)
Level 18:
Baby Elephant Yes Yes Level 1: +1 spell/psi power in a progression (that you have)
Level 9: +1 spell/psi power in a progression (that you have)
Level 18: +1 spell/psi power in a progression (that you have)
Bat Yes No Level 1: Sonar
Level 9: Surface Adherance
Level 18: See in Darkness
Bath Tub No Yes Level 1: irr(Own Effects)R (LVL*5)%
Level 9: 0,1/r: Lower all effects on you
Level 18: 0,1/r,even if Crapped: Remove Crapped
Black Cat Yes No Level 5: Night Vision; Superior Hearing; Detect Noise 100%
Black Panther Yes Yes Level 1: Resist Darkness
Level 9: +25% Dex/Wis based Rog abilities
Level 18: Resist Nether
Blank Short Desc Field (Imm Pet) Maybe Yes Level 27: Considered x2 creature; Resist Weapon/Holy; +level AC; +level*3 dmg
Bleah Bear No Yes Level 27: Tainted Bear; 1P: Target loses next segment of actions (No Resistance)
Blink Dog No Yes Level 1: 1V: Blink (uncontrolled)
Level 9: Duplicate a Dog Familiar
Level 18: Your Wizard spells of SL 0-9 cost only ½M to cast
Blink Woolly Mammoth No Yes Level 1: 0, 1/r: Blink (uncontrolled)
Level 9: Duplicate a Griffin Familiar
Level 18: Your Priest spells of SL 0-7 cost only ½M to cast
Blood Pet No No Level 1: 1 Necromancy spell per SL is 1 SL lower
Level 9: 0, 1/t: Add B to your mana pool (Psi11B)
Level 18:
Brain Golem No No Level 1: Vulnerable Mental; +1 to # Psi freq.
Level 9: +1M only for Psionics
Level 18: x2 all Psionic pools
Brownie [1] No No Level 1: +LVL saves
Level 9: 1V: Dim Door (no sickness); +LVL*5% InnR
Level 18: +LVL Balance
Brownie [2] No No Level 5: 15% RR; Dex becomes 18 (unless already better); Cannot be surprised; +2 saves
Camel [1] Yes Yes Level 1: Immune Thirst/Sand
Level 9: Immune Fire/Heat
Level 18: Can transfer M->V actions
Camel [2] Yes Yes Level 1: Immune Thirst/Sand
Level 9: Immune Fire/Heat
Level 18: Immune detrimental effects potions/liquids
Canth, Fnor's Pet Dragon No Yes Level 27: Mouth's P: Breathe (any type); 1V: Escape; 1M: Divine Intervention 100%
Cat [1] Yes No Level 1: Always land on feet
Level 9: 8/lifetime, even when dead: Resurrect Self
Level 18:
Cat [2] Yes No Level 1: +2 Dex:Balance
Level 9: +4 Str:Efficiency; +1QV (Quick Movement) action
Level 18: +6 Int:Reason; +1QP (Quick Physical) action
Cat [3] Yes No Level 1: 0, 1/d: Reroll a die roll you just made
Level 9: 1/r: May convert 1M -> 2M only for spells & wands
Level 18: 1/d: Replace an item's CL with your CL
Cat [4] Yes No Level 1: -1 Str; Pick a minor from Cat [1], [2], or [3]
Level 9: -1 Wis; Pick a major from Cat [1], [2], or [3]
Level 18: -1 Chr; Pick a grand from Cat [1], [2], or [3]
Cat [5] Yes No Level 1: Wands cost only ½M to use
Level 9: 1/reset: Add LVL charges to any charged item
Level 18: Your Int items may lend their E action to you (as 1QS)
Celebrity Death Match Alien No No Level 1: Fast-Talking; -1 Chr/Cml
Level 9: +1 Str/Dex/Con
Level 18: 1M: Ask a God a Question (each god 1/reset)
Chia Head Yes No Level 1: +1 LVL Priest progression; extras all Plant sphere
Level 9: +1 CL with Plant sphere; Psionic Regen 1 PSP /r
Level 18: -1V action, +1M action
Chia Pet Yes No Level 1: 1M, 1/h: Speak with Plants
Level 9: -1V action, +1P action
Level 18: +10% XP Druid/Limbologist/Preserver/Psi6N
Chipmunk [1] Yes No Level 1: CL*10% Evasion
Level 9: +CL Dex:Coordination
Level 18: CL*10% Evasion becomes +CL*10% Evasion
Chipmunk [2] Yes No Level 1: 1V: +1 TH this round & considered +1 weapon
Level 9: +CL/3 Dex
Level 18: +CL*10% Evasion
Chocobo [resistance type] No No Level 1: +LVL% irr(that resistance)R
Level 9: Ignore (that resistance)R
Level 18: -LVL% irr(that resistance)R on others
Chre'zanni Demon No No Level 27: Must be E; Pro Good; +6 levels in Psi6E or Demonologist; +4 limbs
Clockwork Horror No Yes Level 1: +LVL to all Psi8 power checks
Level 9: Duplicate a Spider Familiar
Level 18: Alteration spells are 1 SL lower
Cockatrice No No Level 1: Automake PP saves on natural 16-20
Level 9: You petrify by touch
Level 18: Immune to anything that gives a PP save
Cockroach Yes No Level 1: (5*CL)% RR; Death is at -10-LVL hp
Level 9: Vulnerable Light; Immune Darkness & 1 other Ele.
Level 18:
Communism No No Level 1: Your psi-links work even across one plane removed
Level 9: 1F,1/r: Use any power of anyone psi-linked to you
Level 18: 1M,1/r: Use any power of anyone psi-linked to you
Crow [1] Yes No Level 1: Flying (18")
Level 9: Auto make saves that give Dex bonus
Level 18:
Crow [2] Yes No Level 5: Excellent Vision; Detect Illusions and Traps 50% continuous (don't need to ask to use)
Crystal Ooze No No Level 1: Immune Acid
Level 9: Immune Cold; Immune Fire
Level 18: Take only 1 damage per hit from weapons
Crystalline Icecat No No Level 1: Immune Crystal; Resist Water
Level 9: Duplicate a Cat Familiar
Level 18: Resist Cold; All weapons are Frost Brands
D'zenian Blade No No Level 27: Imm Charm/Negative/Holy/Mental/Disease; ? unusual material cost by 1000
Deadly Hydra No Yes Level 1: Resist Cold; +d(+LVL) dmg on bite attacks
Level 9: +LVL Mouth's P actions
Level 18: Lernaean on limbs (Max = double)
Deadly Kraken No Yes Level 1: +LVL AC
Level 9: 1V: Summon a Camarid (HD=CL) to fight for you
Level 18: +1F Action
Devouk Demon No No Level 27: Must be E; Slay Good; +7 levels in Psi6E or Demonologist; x2 Nonweapons
Dimensional Warper No No Level 27: 0,1/s: TWE no summ sickness no parting shot; Immune Dimensional Effects
Dog [1] Yes No Level 1: 1M, 1/h: Animal Friendship
Level 9: May cast Wizard spells without using 1P action
Level 18:
Dog [2] Yes No Level 1: 1M, 1/h: Friends
Level 9: Haste gives additional +1P only for Wizard spells
Level 18:
Dragon No No Level 1: +1 dmg
Level 9: Flying; +1 AC
Level 18: +1 TH; +1 saves; Mouth's P, 1/3r: Breathe Fire
Duck [1] Yes No Level 1: Water Breathing
Level 9: No limit on sub-ability score "sleazing"
Level 18:
Duck [2] Yes No Level 1: Water Breathing
Level 9: 2 for 3 trading for ability scores
Level 18:
Eagle [1] Yes No Level 1: Divination spells 1 SL lower
Level 9: Eyes of the Eagle
Level 18: Divination spells another 1 SL lower
Eagle [2] Yes No Level 1: d+4 shift with natural weapons
Level 9: Flying
Level 18: Your natural attacks ignore WR/aWR
Eagle [3] Yes No Level 1: Backstorm +1 (you can Backstab twice per opportunity) 3.6
Earwig Yes No Level 1: Evasion CL*10%
Level 9: Resist Insects
Level 18:
Egg Yes No Level 1: +1 Reason; Level check per level: Hatches as a Level 9 familiar
Level 9: Duplicate any familiar
Level 18:
Elemental Crapulence No No Level 27: Breathe Crapulence; Immune all Ele incl. Crapulence; 3M: Target Crapped.
Ethereal Panther No Yes Level 1: Resist Light
Level 9: Improved Invis
Level 18: Ignore resistances due to dual-nature
Ethereal Weebie No Yes Level 27: Rat (3 times); Dust/Disappearance; True Sight; Pass Wall; Hyperflight
Evolved Human No No Level 1: Sustain Str, Int, Wis 3.6
Level 9: Ethereal Projection
Ewok [1] No No Level 1: One level 1 Rogue pick, 15 pts/lvl
Level 9: One weak "Level 9:" (or lower) ability from a class
Level 18:
Ewok [2] No No Level 1: One weak "Level 1:" ability from a class
Level 9: One level 9 Rogue pick, 15 pts/lvl
Level 18:
Eyewing No No Level 1: Resist Cold; Flying
Level 9: Eye's P: 2d6 poison dmg & degen 1 hp/r (no save)
Level 18: Immune Cold
Fearsome Java Beast No Yes Level 1: Must be evil; Resist Liquids
Level 9: Vampiric Regen
Level 18: 1V: Redirect effect to Beast (who's immune)
Ferret Yes No Level 1: One "Level 36:" ability from a class (no downgrade)
Level 9: One "Level 27:" ability from a class (no downgrade)
Level 18:
Firefly Yes No Level 1: Resist Lightning; Continual Light CL' radius
Level 9: Resist Fire; Resist Air; Resist Light; Flying
Level 18:
Flaming Firecat No No Level 1: Must be evil; Resist Fire
Level 9: Immune Holy Fire
Level 18: Can attack familiars normally (even if immune)
Flea Yes No Level 1: -1 size; 1M: Itch cantrip; 1V: Jump
Level 9: 1M: Annoy/Taunt a creature (no save)
Level 18: 1M: Annoy/Taunt a god (no resistance)
Flying Fist No No Level 1: Flying
Level 9: x2 dmg with Natural Weapons
Level 18: Can wear any number of gauntlets
Fox [1] Yes No Level 1: Limit of # classes = 5
Level 9: Limit of # classes = 6
Level 18:
Fox [2] Yes No Level 1: +1 to Limit of # classes
Level 9: Another +1 to Limit of # classes
Level 18:
Fox [3] Yes No Level 1: +2 Int
Level 9: +2 Int; Can reroll 1 save per round
Level 18:
Frog Yes No Level 1: 1V: Jump
Level 9: If spend an extra spell: Spell is x2 multiplier
Level 18:
Fundamental [Inner Element] No No Level 1: Immune to that element
Level 9: All your weapons do x2 damage but of that element
Level 18: Immune all inner elements
Fundamental, Time No No Level 1: Immune Time
Level 9: Immune Slow/Stop
Level 18:
Fuzzy Caterpillar Yes No Level 1: Climb Walls | Overhangs | Upside-down 150%
Level 9: All crit ranges on your weapons increased by 1
Level 18:
Fuzzy Gypsy Moth Yes No Level 1: Flying; Resist Light & Heat
Level 9: 1V, Eat a plant: Gain plant's max hp until next reset
Level 18:
Garden Snake Yes No Level 1: +LVL CL with Plant effects
Level 9: Duplicate a Snake Familiar
Level 18:
Gargoyle No Yes Level 1: Need +LVL/3 (round up) weapon to hit you
Level 9: 1V: Switch positions with Familiar
Level 18: Damage Reduction 100/+10
Gateway Mountain Souvenir Rock No No Level 1: You can cast any spell level regardless of Int score 3.6
Level 9: MF Stability 10' r
Level 18: Time/Reality Stability 10' r
Genie/Efreeti/Marid No No Level 1: +level*5% MR
Level 9: Immune Air/Earth/Fire/Water
Level 18: 1M: Cast any Priest Ele spell of SL 0-7
Giant Ant Yes No Level 1: +1 Str
Level 9: x2 PSPs for Psi2
Level 18: 1F: Heal
Giant Cat Devours London No Yes Level 1: +1 size; Pro Evil
Level 9: Duplicate a Cat Familiar
Level 18: 1V: Earthquake; 1P: Fire Storm; 1M: Meteor Swarm
Giant Maggot Yes No Level 1: Resist Curse/Poison
Level 9: Resist Acid; Immune Disease
Level 18: Immune Oozes/Slimes/Jellies
Giant Space Hamster No No Level 1: Spend LVL*1000 gp/d or it eats you; 1 minor pick
Level 9: Get 2 minor & 1 major familiar picks
Level 18: Get 2 major & 1 grand familiar picks
Greater [Familiar] [ ] [ ] Level 1: Pick a familiar, gives no powers but it's +1 size
Level 9: Get that familiar's minor powers, at double effect
Level 18: Get that familiar's major powers, at double effect
Grell No No Level 1: "Miracle 5" and "Limited Wish" may grant psi minor
Level 9: "Miracle 6" and "Alter Reality" may grant psi minor
Level 18: "Miracle 7" and "Wish" may grant psi grand
Griffin No Yes Level 1: Don't use 1V on segment 1: +1V this r
Level 9: Flying; Don't use 1P on segment 1: +1P this r
Level 18: Don't use 1M on segment 1: +1M this r
Hawk [1] Yes No Level 1: Flying; 1F: Sense Danger
Level 9: +CL TH
Level 18:
Hawk [2] Yes No Level 5: Distance Vision; Increase missile and spell ranges by 50%
Hell Cat No Yes Level 1: Immune to Hell-fire
Level 9: Duplicate a Cat Familiar
Level 18: 1M,1/reset: Reset
Hell Hound No Yes Level 1: Immune to Hell-fire
Level 9: Duplicate a Dog Familiar
Level 18: Mouth's P: Breathe Hell-fire = current hp
Homonculous No No Level 1: +1 Dex; -1 Str
Level 9: 0, 2/reset: 1 minor familiar pick, use until next reset
Level 18: 0, 1/reset: 1 major familiar pick, use until next reset
Horse [1] Yes Yes Level 1: +1V action
Level 9: Burn (SL+1)^2 hp: Cast a level SL spell you know
Level 18:
Horse [2] Yes Yes Level 1: x2 movement rate
Level 9: Burn (SL+1)^2 hp: Cast a level SL spell you know
Level 18:
Horse [3] Yes Yes Level 1: +2 Con
Level 9: +2 Con; Immune to ground-based Traps & Tricks
Level 18:
Hovercraft Full of Eels No Yes Level 1: Resist Quasi-Elements
Level 9: Duplicate a Snake Familiar; Body Control
Level 18: Duplicate a Virtual Pet Familiar; Hyperflight
Humanoid [pick a humanoid] [ ] [ ] Level 1: 1/reset: Switch framework (dual/multi/split/mixed)
Level 9: +10% XP on Guard,Shama,WDoct,Scout,Psi#A
Level 18: +10% XP on Edition "0" classes (Ftr0/M-U0/etc.)
Imp [1] No No Level 1: Immune Lightning
Level 9: +level*5% MR; Immune Cold
Level 18: 2M: Shapechange; +CL saves; Immune Fire
Imp [2] No No Level 5: 25% IR; Detect Good; Detect Magic; Regenerate 1 hp/r; 1/t: Invisibility; 1/d: Suggestion
Intellect Devourer No No Level 1: x1.5 (round down) # of psi powers
Level 9: +1M/r only for psionics; Immune to mental attacks
Level 18: x2 # of psi powers (replaces the x1.5 at minor)
Intelligent [Magic Item] [ ] [ ] Level 1: Item costs ½ the normal number of actions to use
Level 9: +1S action, only for magic items
Level 18: Item costs 0 actions to use
Intelligent [Spell] [ ] [ ] Level 1: Spell costs you ½ a spell from memorization to cast
Level 9: Spell costs you 0 spells from memorization to cast
Level 18: Can cast that spell for ½ number of actions
Intelligent [Trap/Trick] [ ] [ ] Level 1: 1P: Create Trap; +LVL*5% InnR
Level 9: 1M: Create Trick; Immune Traps
Level 18: 1F: Create Special; Immune Tricks
Intelligent Sphere/Annihilation No No Level 27: Sphere of Annihilation; Immune Ultraplanar Beings; Defend as x9 creature
Intelligent Ultraplanar Gun No No Level 27: 10F: Destroy Plane you're in; Feed lvl*100 character XP /d or goes off
Invisible Stalker No No Level 1: Invisibility
Level 9: +LVL AC; Immune Air
Level 18: +LVL*25 Rogue points (apply to any Rogue class)
Kittay Tiddles Yes No Level 1: Always land on feet
Level 9: Tongues; 0, 1/r: Teleport to random plane
Level 18: Rotating Truename
Kobold No No Level 1: XP divisor of 1 becomes 0.9
Level 9: Original XP divisor of 0.9 becomes 0.8
Level 18: +10% XP on "Animal" classes
Kyscu Drake No Yes Level 1: Flying
Level 9: Burn 10 hp, 1/r: +10 dmg this r
Level 18: 0, 1/reset: Add 3G or GGG to mana pool
Lamia No Yes Level 1: 0, 1/r: Command
Level 9: 1V: Command no save
Level 18: 1P: Command no save/blahR
Large Black Wolf Yes Yes Level 1: May wear 2 suits of armor
Level 9: May use 2 missile weapons per set of arms
Level 18:
Large Faithful Lion Yes Yes Level 1: 1V: Command
Level 9: +1 Chr; 1P: Force a Morale roll
Level 18: 1M: Dispel Evil
Large Loyal Rotweiller Yes Yes Level 1: 0, 1/r: Material component a spell
Level 9: 0, 1/s: Material component a spell
Level 18:
Large Trained Wolf Yes Yes Level 1: May "levitate" a shield (no arm needed)
Level 9: May use 2 sets natural attacks per set of arms
Level 18:
Least Aasimon No No Level 1: +LVL to Psi6G DPPs calculation
Level 9: +LVL to Psi6G # powers calculation
Level 18: Your Psi6G powers are considered x2 effects
Lhee Yes Yes Level 1: You regain spells at three times normal rate
Level 9: Duplicate a Dog Familiar
Level 18: Duplicate Crow, Raven, and Wolf Familiars
Little Lamb Yes Yes Level 1: 1 Ench/Charm spell per SL is 1 SL lower
Level 9: Another Ench/Charm spell per SL is 1 SL lower
Level 18:
Living Wall No Yes Level 27: 1P, touch: Gain intrinsic abilities & hp of slain monster permanently
Lizard Yes Yes Level 1: Mouth's P, 3/d: Breathe fire (CL*2 dmg; save half)
Level 9: Mouth's P, 3/d: Breathe normal element (dmg=hp)
Level 18:
Lord Karll's Prized Chicken Yes No Level 1: Resist Poison 3.6
Level 9: Immune Poison
Louse Yes No Level 1: 1V: Twist (dispel magic/psi/innate) 3.6
Loyal Eagle Yes No Level 1: Detect Hidden
Level 9: Flying; Dark Vision
Level 18: Resist Magic
Loyal Puppy Yes No Level 1: When CL>=SL*2: Spell doesn't use 1P
Level 9: 1V: Pee (Defile Holy Area)
Level 18:
Loyal Tiger Yes No Level 1: +1 Chr:Leadership
Level 9: +1 Dex; Immune Falling damage
Level 18: Resist Gravity/Vacuum
Magical Sylph No No Level 1: +1 MF 30' r
Level 9: +1P action
Level 18: Flying; Extra -CL to saves vs. your spells
Margoyle No Yes Level 1: Can conduct spell/psi/item effects through Familiar
Level 9: +LVL TH
Level 18: Duplicate Gargoyle Familiar
Matt Gnome No No Level 1: Your magic items are planar stable. 3.6
Level 9: Pick a plane, your home plane switches to that.
Mediator Yes No Level 27: Must be N; 1M: Unlimited Wish with no MF defiling; Attract Monsters
Mello Yello No No Level 1: Vulnerable Water & Alcohol
Level 9: 1P: Any drug effect in the game
Level 18: 1M: Any potion/oil effect in the game
Mephit [Inner Element] No No Level 1: 1M: Wacky ball of that element of SL = (level/3)
Level 9: Immune to that element
Level 18: Pick another Inner Element for this familiar
Mieu, Alys's Pet Kitten Yes Yes Level 27: Kittay Tiddles;Panther;Small Loyal Kitten;Vole;Giant Cat Devours London
Mimic No No Level 1: 1V: Alter Appearance to copy another
Level 9: 1P: Shapechange to copy other
Level 18: 1M: Duplicate magic/psi effect in area
Miniature [Inner Elemental] No No Level 1: Your spells of that element have double effect
Level 9: Immune to that element
Level 18: 0: Target gains a vulnerability to that element
Miniature Brontosaurus Yes Yes Level 1: Half movement rate; -1 Int; x2 hp
Level 9: x2 dmg
Level 18:
Miniature Giant Space Hamster No No Level 1: Spend LVL*100 gp/d or it eats you
Level 9: Get 3 minor familiar picks
Level 18: Get 2 major familiar picks
Miniature Golem No No Level 1: +LVL^2 hp
Level 9: +LVL Muscle; +LVL Health
Level 18: need +CL/3 (round up) weapon to hit you
Monastic Flumph No No Level 1: Must be good; -1P; +1M
Level 9: -all P; +(what you lost) M; Can use +1M/s
Level 18: -1V, +1M
Monkey Yes No Level 1: Can treat Inverse Astral as Astral for spell effects
Level 9: 1M: Inverse Astral Perception
Level 18: 1F: Inverse Astral Projection
Mouse Yes No Level 1: 1M: Alter Size (half or double)
Level 9: Monsters must save to notice you each round
Level 18:
Mr. Hanky the Christmas Poo No No Level 27: Weapons are Crapulence Branded; Immune to being Crapped; 1M: Domination
Mr. Yuck Sticker No No Level 27: +6 levels in Lich; +3 levels in Villain; Attack as x9 creature
My Little Pony Yes Yes Level 1: +LVL" movement rate
Level 9: Pony can interject itself (rescue you), not immune
Level 18:
Native Bird [Vermin Multiverse] Yes No Level 1: Flying; Immune x0 Insects 3.6
Level 9: Immune x1 Insects
Level 18: Immune x2 Insects and Bug spells
Necrophidius No No Level 1: 1M: Charm (save)
Level 9: Energy Drain 1 level per hit
Level 18: 1M: Charm (no save, no blahR, no irr-blahR)
Nexus Hound No No Level 1: Immune Nexus
Level 9: Mouth's P: Shuffle stats randomly
Level 18: Can 1 for 1 ability score trade in dungeon
Owl [1] Yes No Level 1: Ultravision (120 yard)
Level 9: Auto make Wis checks (if possible)
Level 18: Auto power score Wis checks (if possible)
Owl [2] Yes No Level 1: +2 Wis
Level 9: +2 Wis; All-around sight; Cannot be backstabbed
Level 18:
Ox Yes Yes Level 1: +2 Str
Level 9: +2 Str; Triple carrying capacity; Immune Weakness
Level 18:
Pale Bear Yes Yes Level 1: Resist Cold
Level 9: Immune Water; +F*4 TH vs. Psi-using (F=#Freq.)
Level 18: x(F+1) dmg vs. Psi-using (F=#Freq)
Panther Yes Yes Level 1: Resist Light
Level 9: +25% Int/Con based Rogue abilities
Level 18: Resist Holy
Papers & Paychecks Action Figure No No Level 1: +10% money (gp and item XP)
Level 9: +10% money (gp and item XP)
Level 18: +10% money (gp and item XP)
Parrot Yes No Level 1: LVL*10% Mimic Voices
Level 9: Can recast a spell cast within 1r (no spell cost)
Level 18:
Pawn [NPC] No Yes Level 1: Immune to x0 effects
Level 9: Can grant the Pawn your abilities (or use his)
Level 18: 1M: Transfer 1 KXP to Pawn
Pawned Stealth Master No No Level 27: 0,1/s: Be Immune to an Effect and *not* go down a hole; +1000 Rogue pts
Peacock Yes No Level 1: +2 Chr
Level 9: +2 Chr; Immune Fascination & Taunt
Level 18:
Pegasus No Yes Level 1: Flying
Level 9: Duplicate a Horse Familiar
Level 18: x2 physical dmg; /2 all physical damage you take
Pegasus [Phoenix] No Yes Level 1: Must be good; x2 DPPs (Psi6G)
Level 9: Duplicate an Eagle Familiar
Level 18: Duplicate a Horse Familiar; #M: Summon DL # Deva
Pet Rock [1] No No Level 1: 1V: Immovability for 1r
Level 9: Immune Earth; Can trade 2V -> 1P action
Level 18: Can trade 2V -> 1M action
Pet Rock [2] No No Level 1: Duplicate 300 item XP ioun stone; +1 ioun slot
Level 9: Duplicate 1000 item XP ioun stone; +3 ioun slots
Level 18: Duplicate a 3000 item XP ioun stone; +6 ioun slots
Peter Pan No Yes Level 1: Flying; x2 IPs (Psi5)
Level 9: Immune Water; x2 EPs (Psi10)
Level 18: Luckstone; x2 P15Ps (Psi15)
Phantom Stalker No No Level 1: Immune Dust
Level 9: +LVL/2 saves; +LVL*25 Rogue points
Level 18: Another +LVL/2 saves; +LVL*25 Rogue points
Phoenix No No Level 1: Fire Shield
Level 9: Immune Fire; True Sight; Flying
Level 18: 1M: TWE no summ sickness
Pikachu, the Cutest Pokeman No No Level 27: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r
Pink Bunny [Vermin Multiverse] Yes No Level 1: Immune Disease, Vermin 3.6
Level 9: Immune Poison
Pink Punkadoo Yes No Level 1: Stinking Cloud cont.
Level 9: -5 Con 30'r incl. Master
Level 18: Duplicate Chia Head & Pocket Treant Familiars
Platypus No No Level 1: +1 Psi frequency
Level 9: x2 Psi attacks with Psi1, Psi2, or Psi3
Level 18: Can affect with Psi 1 plane removed (need sight)
Plush Animal No No Level 1: +2 Cml
Level 9: +2 Cml; Duplicate minor pick from animal familiar
Level 18:
Pocket Bulette No No Level 1: 1V: Shadow Jump (through solid objects) LVL*10'
Level 9: Duplicate a Turtle Familiar
Level 18: +CL*5% InnR
Pocket Death Disk No No Level 1: Resist Necro; +1 final #Att with Kicks
Level 9: School Robe in Wacky Balls
Level 18: Double School Robe in Wacky Balls
Pocket Displacer Beast No No Level 1: Displaced
Level 9: Duplicate a Cat Familiar
Level 18: +LVL AC; +LVL saves; Immune displacement
Pocket Dragon No No Level 1: Mouth's P (3/d or 1/3r): Breathe (pick a normal Ele.)
Level 9: Immune to that Breath Weapon; +LVL*5% MR
Level 18: +LVL Int
Pocket Treant Yes No Level 1: x2 XP in Druid classes
Level 9: x2 in Surv,Prese,Limbo,Dunge,Psi6N,Psi12T
Level 18: x1.5 XP in classes not mention in minor/major lists
Pocket Vorlon No No Level 27: +Str Int; +Dex Wis; +Con Chr; Str=Dex=Con=0; Astral Projection
Polar Bear Yes Yes Level 1: Resist Water
Level 9: Immune Cold; 1P: Find the Path
Level 18: 1V: +1 pp (99%) (or) Annoy a random god (1%)
Polymorphing Voodoo Doll No No Level 1: 1M: Command
Level 9: 1M: Suggestion
Level 18: 1M: Know Truename; 1M: Truename
Portable Power Matrix No No Level 1: +2 CL
Level 9: +2 CL; -LVL*5% blahR vs. your effects
Level 18:
Potpourri No No Level 1: Double effect with Plant sphere
Level 9: No Resist with Plant sphere
Level 18: x2 effect & No Resist w/ effects with "Cloud" in name
Pseudo-Dragon [1] No No Level 1: +LVL/2 (round down) Int
Level 9: Mouth's P: Breathe (normal element or poison)
Level 18: +LVL*5% aMMPInnR
Pseudo-Dragon [2] No No Level 5: 35% MR; +4 TH; Your attacks are poisoned (sleep 1d6 d); Detect Invisible; Camouflage
Purple Smurf No No Level 1: 0,1/target,1/s: -LVL*10% MR
Level 9: 0,1/target,1/s: -LVL*10% aMR
Level 18: 0,1/target,1/s: Can't use Rogue abilities for 1 t
Pyrolisk No No Level 1: Resist Fire & Disintegration
Level 9: Duplicate a Cockatrice Familiar
Level 18: 1V: You disintegrate by touch this round (save)
Quasit [1] No No Level 1: +LVL*5% PR
Level 9: Drain 1 Dex/weapon hit
Level 18: +LVL AC; Immune water,earth,dust
Quasit [2] No No Level 5: 25% PsiR; Detect Chaos; Detect Psi; 1/t: Poly Self to animal; 1/t: Invisibility; +4 saves
Rabbit [1] Yes No Level 1: +1V action
Level 9: Auto make Dex checks (if possible)
Level 18: Auto power score Dex checks (if possible)
Rabbit [2] Yes No Level 1: x2 movement rate
Level 9: Auto make Dex checks (if possible)
Level 18: Auto power score Dex checks (if possible)
Rabbit [3] / Hare Yes No Level 1: +2 Dex
Level 9: +2 Dex; Can use +1V/s
Level 18:
Rabid Guinea Pig Yes No Level 1: -LVL/+LVL*2 Striking; -1M; +2P
Level 9: 1/hit: Disease/Insanity (save)
Level 18: Duplicate a Pig Familiar (doesn't exist?)
Rabid Hamster Yes No Level 1: 1/hit: Disease/Insanity (save)
Level 9: -LVL/+LVL*2 Striking; -1M; +2P
Level 18: Duplicate a Miniature Giant Space Hamster
Racoon Yes No Level 1: +CL*2 to IWC on # mentals calculation
Level 9: +CL*2 to IWC on # mentals calculation
Level 18:
Rat Yes No Level 1: One level 1 Rogue pick, 20 pts/lvl
Level 9: One level 9 Rogue pick, another 10 pts/lvl
Level 18:
Ravan's Pet Dragon No Yes Level 1: Get extra Mage progression of ML=LVL-4
Level 9: Duplicate Dragon (Phoenix) Familiar
Level 18: Resist Weapon
Raven No No Level 1: -0.5 to XP divisor (minimum 1)
Level 9: -0.5 to XP divisor (minimum 1)
Level 18: 1M: Precognition
Rot Grub Yes No Level 1: Immune Disease/Curses
Level 9: Your weapons are Rot Grub blades (death 1r later)
Level 18: 1M: Rot Grub ball an area
Scorpion [1] Yes No Level 1: Can transfer 2P -> 1 OppP once per round
Level 9: Can transfer 3P -> 1QP (Quick Physical)
Level 18: Can transfer 1P -> 1 OppP
Scorpion [2] Yes No Level 1: Always roll "1" for initiative in melee
Level 9: +15' (half a "pencil length") reach with melee
Level 18: Do 1P instead of 1 att when doing parting shot
Screech Owl Yes No Level 5: Night Vision; Superior Hearing; +2 Wis
Security Blanket No No Level 1: Warmth; Immune Fear
Level 9: 0, 1/t: Counter an effect that targets you
Level 18:
Severed Head of the Beastly Fido No No Level 1: +6 CL with Necromancy spells
Level 9: Necromancy spells cost no P actions
Level 18: -60% MR vs. your Necro; School Robe in Necro
Shadow [Familiar] No [ ] Level 1: Pick a familiar, gives no powers but it's shadowy
Level 9: Get that familiar's minor powers; 1P: Passwall
Level 18: Get that familiar's major powers; +LVL*3 Rog abilities
Shadowhawk No No Level 1: Hold Life; Vulnerable Light
Level 9: Need +LVL weapon to hit you
Level 18: Duplicate a Shadow [Hawk] Familiar
Sharik, Kira's Pet Tiger Yes Yes Level 27: Fire Shield; Ice Shield; Shock Shield; Holy Shield; all even vs. ranged
Silver Lynx Yes Yes Level 1: LVL% iRR
Level 9: LVL% iMR, iAMR
Level 18: LVL% iPR, iWR, iIR
Skunk Yes No Level 1: Blinds Clairnasience
Level 9: 1V: Stinking Cloud
Level 18: 1P: Incendiary Cloud; 1M: Cloudkill
Skylar, Ronni's Pet Eagle Yes Yes Level 27: Eagle (Phoenix); Eagle; Resist Everything; Scarab of Protection @ 2
Small Demon No No Level 1: Must be evil; -1 size; x2 DPPs (Psi6E)
Level 9: Resist Charm & Blunt; +1V action
Level 18: Distribute CL*2% amongst blahR's
Small Loyal Kitten Yes No Level 1: Always land on feet
Level 9: Dark Vision
Level 18: Resist Magic
Small, Quick, Loyal Beagle Yes No Level 1: +LVL*5% IR
Level 9: +1V action; +1 attack per P action
Level 18: Priest spells cost no P actions
Smurf No No Level 1: +50% base Non-Weapon Proficiencies
Level 9: +LVL*10% MR
Level 18: +50% base Non-Weapons; 1M: Psi6G Escape
Snake Yes No Level 1: Poisonous attacks (save or 2*LVL dmg)
Level 9: +1 Speciality Priest god (if you qualify)
Level 18:
Snork No No Level 1: +50% base Weapon Proficiencies
Level 9: +LVL*10% PsiR
Level 18: +50% base Weapon Proficiencies; Immune Water
Snow Bird Yes No Level 1: Resist Cold; 1V: Flying until end of round
Level 9: Resist Water; Double snow-based effects
Level 18:
Song Bird Yes No Level 1: Slow Digestion; 1V: Flying until end of round
Level 9: Double all your "Song" Bard effects
Level 18: Can maintain two "Song" Bard effects
Spectator No No Level 1: 1M: Stun (save)
Level 9: 1P: Cure/Cause 10 hp
Level 18: Spell Reflection; 1V: Major Creation
Spectre [Familiar] No [ ] Level 1: Pick a familiar, gives no powers but it's incorporeal
Level 9: Get familiar's minor powers; +LVL*2 Rog abilities
Level 18: Get that familiar's major powers; Hold Life
Spellweaver No No Level 27: Read all spell & psi progressions backwards and double them
Sphere of Annihilation No No Level 1: Immune to Annihilation/Disintegration
Level 9: 1P: Disintegrate 1 target by touch (save)
Level 18: 1P: Annihilate 1 target by touch (no save)
Spider Yes No Level 1: Surface Adherance; Web Walking
Level 9: Web Gate (teleport through webs)
Level 18: Immune Poison
Spider Monkey Yes No Level 1: +1 Dex; Vuln. Charm/Weapon/Lightning/Holy
Level 9: Abilities as per Spider or Monkey familiar
Level 18: Get the other familiar (Spider or Monkey) abilities
Squirrel [1] Yes No Level 1: +CL*5% WR
Level 9: +CL Dex:Balance
Level 18:
Squirrel [2] Yes No Level 1: +CL*5% WR
Level 9: +CL/3 Dex
Level 18:
Stray Proton No No Level 1: -2 size; Pass Wall
Level 9: Immune Chemical Elements & Aging & Time
Level 18: iRR (63+LVL)%; iaRR (27+2*LVL)%
Sun Snake Yes Yes Level 27: Snake; Immune Plasma & Sun & AntiMatter & Fusion & Radiation & Gravity
Sunshine Superman No Yes Level 1: Vulnerable Kryptonite; Resist Light; Flying
Level 9: 25 Str; Sustain Str; Resist Gravity
Level 18: 25 Dex; Sustain Dex; Eye's P: 50 light dmg
Swift Yes No Level 1: Flying
Level 9: +1V action; +1 Dex
Level 18: Can trade M -> P actions
T-Bear No No Level 27: Infinite hp; +2 #Att; 1M: Cast any Ench/Charm spell of SL 1-10
T'enarezzi'i Demon No No Level 27: Must be E; +5 levels in Psi6E or Demonologist; 1V: Remove an Immunity
T.T. Fly No No Level 1: Mouth's P: Radiation surge RS=1d10
Level 9: Mouth's P: Wild surge
Level 18: Mouth's P: Polymorph Other (randomly)
T.T. Maggot No No Level 1: +2 to random stats; Vulnerable TK 3.6
Tainted Bear No No Level 1: Flying; Resist Cold; Eye's P: 40 dmg light (save:0)
Level 9: Duplicate a Polar Bear Familiar; Eye ray is (save:½)
Level 18: Immune Natural Effects; Eye ray is (no save)
Tame Lion Yes Yes Level 1: 1M, 1/d: Remove a berserk/engrage effect
Level 9: Immune Lightning
Level 18: x1 creatures cannot attack you unless attacked
Tape Worm Yes No Level 1: Resist Acid; Get a save vs. Vorpal/Sharpness
Level 9: Troll-like Regen LVL% of max hp per segment
Level 18:
Targ Yes Yes Level 1: +1 Str; Cannot use missile weapons
Level 9: Can use any armor with any class
Level 18:
Teddy Bear No No Level 1: x4/3 (round up) hp [stacks with everything]
Level 9: Instead do x5/3 (round up) hp [stacks w/ everything]
Level 18: Instead do x2 hp [stacks with everything]
Teletubby No No Level 1: +50% XP in Punomancer
Level 9: 0,1/s: Friends/Hypnosis; +100% WR
Level 18: 0,1/s: Recall
The Hand No No Level 1: Level 1 Monk Rogue chart; 10 Rogue points per level for this chart 3.6
Level 9: Rogue chart from Level 1 becomes Level 3
Level 18: Rogue chart from Level 1 becomes Level 6
Thought Eater No No Level 1: 1M: Ethereal Projection
Level 9: Duplicate a Duck Familiar
Level 18: 1P: Drain CL*10 PSPs (any freq,no save)
Time Elemental No No Level 27: Immune Time; Time-Reality Stability; 1V: Time Travel; 1M: Duplicate Self
Time Elemental Grue No No Level 27: Immune AntiTime; 1V: Enter Alternate Reality; 1M: Time Stop no Resist
Toad [1] Yes No Level 1: 1V: Jump
Level 9: If spend double PSPs: Psi power is x2 multiplier
Level 18:
Toad [2] Yes No Level 5: Wide Angle Vision (you can't be backstabbed); Water Breathing
Tribble No No Level 1: +1 to any subaility score; Immune Fluffiness
Level 9: 1V, Feed 1000 gp food: Splits into 2 Tribbles
Level 18: 1V, Feed 1000 gp food: Familiar gets +1 size
Turkey [1] Yes No Level 1: +5 to IWC on # mentals calculation
Level 9: Can operate at negative hp (still dies normally)
Level 18: Can trade M -> P actions
Turkey [2] Yes No Level 1: +2 levels for #Att calculation
Level 9: Can operate at negative hp (still dies normally)
Level 18: +3 levels for #Att calculation
Turtle Yes No Level 1: AC 0 source; Half movement rate
Level 9: 5*LVL% PR
Level 18:
Tweety Bird Yes No Level 1: Flying (12"); No parting shots (either way)
Level 9: 0, 1/r: Fumble
Level 18: 1P: Reverse Gravity
Ultraplanar Cow Yes Yes Level 27: Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR
Undead Robotic Chicken No No Level 1: +1 full level with Psi8/Technomancer
Level 9: +150 Rogue points
Level 18: 1F,1/d: Time Travel; +150 Rogue points
Unicorn Yes Yes Level 1: Immune Death Magic
Level 9: Duplicate a Horse Familiar
Level 18: +LVL to hit; +LVL saves; 0,1/r: Teleport (no sick)
Used Underwear No No Level 1: Immune Vibration & Wild Magic
Level 9: +1 equip slot in any position
Level 18: +1 equip slot in every position
Vicious Black Cougar Yes Yes Level 1: +1 to Backstab multiplier
Level 9: Immune Fire; Double all dmg dealt and received
Level 18:
Virtual Pet No No Level 1: Immune Domination; x2 Int+Chr+LVL for Ego
Level 9: Immune x1-x2 Ego Domination; Resist Tech items
Level 18: +10% XP Psi8/Technomancer
Vole Yes No Level 1: Duplicate Rat Familiar; -LVL Cml; -LVL/2 Chr
Level 9: Duplicate Mouse & Bat & Targ & Large Black Wolf
Level 18: Duplicate Black Panther & Giant Maggot
War Horse Yes Yes Level 1: +1 TH/dmg/AC/saves 3.6
Level 9: another +2 TH/dmg/AC/saves
Level 18: another +3 TH/dmg/AC/saves
Warhol's Tin Can No No Level 1: Double effect w/ Light-based (Chromatic/Prismatic)
Level 9: Resist Metal
Level 18: No Resist w/ Light-based (Chromatic/Prismatic)
Wasp [1] Yes No Level 1: Poisonous attacks (save or 2*LVL dmg)
Level 9: +1P action
Level 18:
Wasp [2] Yes No Level 1: Poisonous attacks (save or 2*LVL dmg)
Level 9: Haste continuous
Level 18:
Weasel [1] Yes No Level 1: One weak "Level 1:" ability from a class
Level 9: One weak "Level 9:" (or lower) ability from a class
Level 18:
Weasel [2] Yes No Level 5: Superior Hearing; Superior Olfactory power; Detect Danger 50% continuous
White Rabbit Yes No Level 1: 1V: Jump
Level 9: Auto make Chr checks (if possible)
Level 18: Auto power score Chr checks (if possible)
Wolf Yes Yes Level 1: Disguise prof.; 1M, 1/d: Nondetection (1 turn)
Level 9: May use any armor/weapon with any class
Level 18:
Wolverine [1] Yes No Level 1: +1 natural (or open hand) attack per round
Level 9: Each level: +1 TH or +1 dmg with melee attacks
Level 18:
Wolverine [2] Yes No Level 1: Each level: +1 TH or +1 dmg with melee attacks
Level 9: +1 natural (or open hand) attack per round
Level 18:
Woollyhamsterous Rex No Yes Level 27: Pick any 3 on this list; Spend level^2 Stat points /d or it eats you
Yourself Maybe No Level 27: (no actual familiar) Must be N; +100% XP; another +100% XP in Legend
Z'kare Blade No No Level 27: Imm Charm/Negative/Holy/Mental/Disease; use multiple unusual materials
Zocchihedron Pocket Dragon No No Level 1: Familiar has double statistics of normal
Level 9: Duplicate a Pocket Dragon Familiar
Level 18: Familiar can attack and still be immune
Zodar No Yes Level 1: -LVL dmg with physical attacks
Level 9: +LVL AC; +LVL dmg
Level 18: +LVL saves; +LVL to hit; 0,1/reset: Wish

[S12] Spell Research


[S12.1] Modifying Existing Spells

Change SL Difference
Range 0 -> Touch +1
Touch -> 10yL +1
10yL -> 10miL +1
10miL -> Same Plane +1
Same Plane -> Any Plane +1
Range In sight -> Out of sight +3
Duration Inst./1r -> Lr +1
Lr -> Lt +1
Lt -> Ld +1
Ld -> Ly +1
Ly -> Perm. +1
Conc. -> Maintained +3
Area 1 Tg -> 10'cu / 6'r / 2 Tg +1
10'cu / 6'r / 2 Tg -> 20'cu / 12'r / L Tg +1
20'cu / 12'r / L Tg -> 40'cu / 25'r / 4L Tg +1
40'cu / 25'r / 4L Tg -> 80'cu / 50'r / 8L Tg +1
80'cu / 50'r / 8L Tg -> 1mi r +1
1mi r -> 15mi r +1
Save Save:0 -> Save:½ +1
Save:½ -> No Save +1
No Save -> -50% MR +1
-50% MR -> XR instead of MR / -100% MR +1
XR instead of MR / -100% MR -> No MR +3
Effect normal -> +1 die type / +25% +1
+1 die type / +25% -> +2 die type / +50% +1
+2 die type / +50% -> +3 die type / +100% +1
+3 die type / +100% -> +4 die type / +150% +1
Other Spell does not use V/S components +1
Removing one minor restriction +1
Spell can cause healing or a uniquely Priest effect +1
Spell never needs P action +1
Illusion that cannot be disbelieved +2
Spell ignores Abjuration effects +2
Spell ignores Anti-Magic (Godly Magic) +3, min 10
 
All of these modifiers may be applied in reverse to lower the spell level.
L=Level of caster. If you want a set effect, set L=9.
Tg=Target. r=Radius. cu=Cubed. mi=Miles.
Each shift above is applied one at a time, resulting in "intermediate" spells that the researcher also develops.
 
Base Time = (new spell level + 1) weeks (again, this is per shift)
 
Success Rate = LAB + (CL*5) - (# of shifts from original * 10) - (SL*10) % where CL=caster level and SL=spell level.
 
LAB is the rating of the laboratory used, if no lab is being used, LAB=0. A nice, well-stocked lab in a large city would be about LAB=50.
There is a -80% applied to the success rate if caster cannot cast the new spell.
There is no penalty if the caster cannot cast the ORIGINAL spell (i.e. you can use these rules to simplify a spell so you can cast it).
If you fail, you can try again, with a +5% bonus (cumulative) for each time you tried and failed before.
 
Assisted Research:
Assisted research: The second mage adds CL*4 to the above equation, the third adds CL*3, the fourth adds CL*2, the fifth adds CL, each further mage adds 1%. All of the mages involved must be able to cast the new spell, or add only 1%.
 
Lengthy or Rushed Research:
 
Base Time Success
Adj.
Bonus to
next attempt
(SL+1) segments -1.5 0
(SL+1) rounds -1 0
(SL+1) minutes -0.75 0
(SL+1) hours -0.5 0
(SL+1) days 0 0.01
(SL+1) weeks 0.25 0.1
(SL+1) months 0.5 0.5
(SL+1) years 1 10
 
The following can serve as a guide when developing new spells:
 
SL Range Duration Area Save
0 T inst. 1 Tg save:0
1 T 1r 1 Tg save:0
2 T 1r 10'cu save:½
3 10yL Lr 10'cu save:½
4 10yL Lr 20'cu save:½
5 10yL Lt 20'cu save-4:½
6 1miL Lt 40'cu save-4:½
7 1miL Ld 40'cu save-4:½
8 1miL Ld 80'cu no save
9 sameP perm. 80'cu no save
10 sameP perm. 1mi r no save/MR

[S22] Recommended Wizard Spells


This is Don's opinion as to the most effective spells of each level. Be warned that this list is not complete, and also that there are many specialized spells out there that are very powerful if used in the proper way.
WIZARD LEVEL 1
PH2: Alarm, Armor, *Color Spray, **Enlarge, Light, *Magic Missile, Pro.from Evil, Shield, Sleep
GRA: *Nystul's Flash, Otiluke's Smoky Sphere
PH1: Push, *Spider Climb, Detect Illusion (Ill), *Detect Invisibility (Ill)
UA: **Chromatic Orb (Ill), Phantom Armor (Ill)
OA: Elemental Burst (WJ), **Hail of Stone (WJ), Warp Wood (WJ)
FRA: Catapult
TM: Fire Burst, *Fist of Stone, *Nahal's Reckless Dweomer
WIZARD LEVEL 2
PH2: Alter Self, Blur, *Detect Invisibility, Invisibility, Knock, Levitate, Locate Object, *Melf's Acid Arrow, Misdirection, Ray of Enfeeblement, Rope Trick, *Spectral Hand, Stinking Cloud, *Web
GRA: Bigby's Dextrous Digits, Bigby's Silencing Hand, **Drawmij's Adventurer's Luck, Nystul's Blazing Beam, *Otto's Tones of Forgetfulness, Rary's Aptitude Appropriater
UA: *Vocalize
OA: *Enchanted Blade (WJ), Fire Shuriken (WJ), *Ice Knife (WJ), *Smoky Form (WJ), *Wind Breath (WJ)
FRA: **Agannazar's Scorcher, *Bladethirst, Flying Fist, **Snilloc's Snowball Swarm
TM: *Hornung's Baneful Deflector, Maximillian's Earthen Grasp
PHBR4: *Choke, Detect Life, **Ghoul Touch
WIZARD LEVEL 3
PH2: Blink, **Dispel Magic, *Fireball, *Fly, Gust of Wind, **Haste, Hold Person, *Lightning Bolt, Monster Summoning I, *Non-Detection, Pro.from Normal Missiles, Suggestion, *Vampiric Touch, *Wraithform
GRA: Drawmij's Marvelous Shield, *Nystul's Golden Revelation, *Nystul's Radiant Baton, Otiluke's Acid Cloud, Otto's Crystal Rhythms, Tenser's Deadly Strike, Tenser's Eye of the Eagle
PH1: Dispel Illusion (Ill), *Paralyzation (Ill)
OA: *Steam Breath (WJ)
FRA: Dire Charm, Dispel Silence, Ghost Armor, *Icelance, Mummy Touch, *Paralyze, Proof from Teleportation, Revenance
TM: *Alternate Reality, *Augmentation I, Maximillian's Stony Grasp, Watery Double
PHBR4: **Delay Death, *Invisible Mail
FOR1: **Venomdust
WIZARD LEVEL 4
PH2: Charm Monster, Confusion, Contagion, Dimension Door, *Emotion, *Enervation, *Evard's Black Tentacles, *Fire Shield, *Fumble, **Improved Invisibility, **Minor Globe of Invulnerability, Monster Summoning II, Phantasmal Killer, *Polymorph Other, Polymorph Self, **Stoneskin, Wall of Fire, Wall of Ice, Wizard Eye
GRA: Drawmij's Instant Exit, Mordenkainen's Electric Arc, *Nystul's Blacklight Burst, **Nystul's Lightburst, *Otiluke's Steaming Sphere, Otto's Drums of Despair, Otto's Tonal Attack
PH1: **Dispel Exhaustion (Ill)
OA: Melt Metal (WJ), *Quell (WJ), **Transfix (WJ), *Wall of Bones (WJ)
FRA: Beltyn's Burning Blood, Fire Gate, Missile Mastery, Phase Trap, *Thunderlance, Wall of Sand
TM: Locate Creature, **Minor Spell Turning, *Thunder Staff, *Unluck
DK: Spider Strands
PHBR4: *Fire Aura, **Otiluke's Dispelling Screen
WIZARD LEVEL 5
PH2: Advanced Illusion, Animate Dead, *Bigby's Interposing Hand, Chaos, *Cloudkill, *Cone of Cold, *Dismissal, Feeblemind, Hold Monster, **Magic Jar, Monster Summoning III, Passwall, Shadow Door, Telekinesis, *Teleport, Wall of Force, Wall of Iron, Wall of Stone
GRA: Bigby's Fantastic Fencers, *Bigby's Strangling Grip, **Nystul's Enveloping Darkness, Nystul's Radiant Arch, Otiluke's Polar Screen, Otiluke's Radiant Screen, **Otto's Gong of Isolation, *Rary's Superior Spell Enhancer, **Tenser's Primal Fury
PH1: **Maze (Ill)
UA: Dolor, **Tempus Fugit (Ill)
OA: *Mass (WJ), Metal Skin (WJ), Spirit Self (WJ)
FRA: **Ironguard, *Presper's Moonbow
TM: **Lower Resistance, *Magic Staff, *Von Gasik's Refusal, *Vortex
PHBR4: Invulnerability to Normal Weapons, *Throbbing Bones
WIZARD LEVEL 6
PH2: **Anti-Magic Shell, *Bigby's Forceful Hand, *Chain Lightning, **Contingency, Death Fog, *Death Spell, *Disintegrate, Eyebite, *Geas, *Globe of Invulnerability, Mass Suggestion, **Mirage Arcana, *Mislead, Monster Summoning IV, *Otiluke's Freezing Sphere, Project Image, **Repulsion, Stone to Flesh, *Tenser's Transformation, **True Seeing
GRA: Otiluke's Diamond Screen, Otiluke's Excruciating Screen, **Tenser's Fortunes of War
OA: Metal to Rust (WJ), *Pain (WJ), **Sword of Darkness (WJ)
FRA: Grimwald's Greymantle, *Imbue Undead with Spell Ability, Lich Touch, Power Word Silence
TM: *Augmentation II, Lorlovelm's Shadowy Transformation, *Wildshield
DK: Improved Haste, **Improved Slow
PHBR4: *Blackmantle, Dragon Scales, **Invulnerability to Magical Weapons
WIZARD LEVEL 7
PH2: *Bigby's Grasping Hand, Control Undead, *Delayed Blast Fireball, Finger of Death, *Forcecage, **Limited Wish, Monster Summoning V, Phase Door, **Power Word Stun, *Prismatic Spray, *Reverse Gravity, *Sequester, *Spell Turning, *Teleport without Error, Vanish
GRA: Otiluke's Death Screen, Otiluke's Siege Sphere
PH1: **Alter Reality (Ill), **Prismatic Wall (Ill), First Level M-U Spells
UA: Volley
OA: **Body Outside Body (WJ), Withering Palm (WJ)
FRA: **Spectral Guard, **Spelltrap
TM: Acid Storm, *Bloodstone's Frightful Joining, *Hornung's Surge Selector, Intensify Summoning, Malec-Keth's Flame Fist, *Spell Shape, Steal Enchantment, *Suffocate
DK: **Semipermanency
RC: Create Normal Monsters, Teleport Any Object
WIZARD LEVEL 8
PH2: *Antipathy-Sympathy, Incendiary Cloud, Mass Charm, **Maze, Monster Summoning VI, Otiluke's Telekinetic Sphere, *Otto's Irrestible Dance, **Permanency, *Polymorph Any Object, *Power Word Blind, **Prismatic Wall, Sink, *Symbol, Trap the Soul
OA: Giant Size (WJ), Whirlwind (WJ)
FRA: Death Link, *Gateway, **Great Shout, Spell Engine
TM: *Abi-Daizim's Horrid Wilting, Gunther's Kaleidoscopic Strike, Wildzone
DK: Pro.from Time
RC: Create Magical Monsters, *Force Field
PHBR4: *Fear Ward, Shadow Form
WIZARD LEVEL 9
PH2: *Bigby's Crushing Hand, *Gate, *Imprisonment, *Meteor Swarm, Monster Summoning VII, *Mordenkainen's Disjunction, *Power Word Kill, *Prismatic Sphere, *Shape Change, **Temporal Stasis, **Time Stop, Weird, **Wish
FRA: Master Undead, Elminster's Evasion, **Spellstrike, Virus Charm, Worldwalk
TM: *Chain Contingency, *Elemental Aura, **Estate Transference, Wail of the Banshee, Wildfire, Wildwind
OA: **Internal Fire (WJ)
RC: *Create Any Monster, **Heal

[S23] Recommended Priest Spells


This is Don's opinion as to the most effective spells of each level. Be warned that this list is not complete, and also that there are many specialized spells out there that are very powerful if used in the proper way.
PRIEST LEVEL 1
PH2: Bless, Combine, *Command, *Cure Light Wounds, Endure Heat/Endure Cold, Entangle, Faerie Fire, Light, Pro.from Evil, *Remove Fear, *Sanctuary
OA: **Deflection (Shu), Weapon Bless (Shu)
TM: *Call Upon Faith, Personal Reading
RC: Detect Danger (Druid)
PRIEST LEVEL 2
PH2: *Aid, Augury, *Barkskin, Charm Person or Mammal, Dust Devil, Find Traps, Goodberry, Heat Metal, **Hold Person, Resist Fire/Resist Cold, *Silence 15'Radius, Warp Wood, *Withdraw
UA: Detect Life
OA: Request (Shu), Warning (Shu)
TM: **Draw Upon Holy Might, Frisky Chest, Idea, *Mystic Transfer
DM: *Cure Moderate Wounds
PRIEST LEVEL 3
PH2: Animate Dead, *Call Lightning, Cure Blindness or Deafness, Cure Disease, **Dispel Magic, *Glyph of Warding, Locate Object, *Magical Vestment, Meld into Stone, *Negative Plane Protection, Protection from Fire, *Prayer, Remove Curse, Remove Paralysis
PH1: **Neutralize Poison (Druid)
UA: Death's Door
OA: **Castigate (Shu), Levitate (Shu)
TM: Accelerate Healing, *Choose Future, *Emotion Control, Miscast Magic, **Strength of One
RC: *Striking
DM: *Cure Serious Wounds
PRIEST LEVEL 4
PH2: Abjure, Cure Serious Wounds, Free Action, Imbue with Spell Ability, *Neutralize Poison, *Produce Fire, Protection from Lightning, **Spell Immunity, Sticks to Snakes
TM: **Dimensional Folding, **Focus, Fortify, Genius, *Mental Domination, Probability Control, *Solipsism, *Uplift
L&L2: Bad Medicine
DM: *Cure Critical Wounds
PRIEST LEVEL 5
PH2: Air Walk, Control Winds, Cure Critical Wounds, *Dispel Evil, Flame Strike, **Plane Shift, Quest, Rainbow, *Raise Dead, **True Seeing, Wall of Fire
UA: Animate Dead Monsters, Golem
OA: **Possess (Shu), *Strength (Shu)
TM: Barrier of Retention, Champion's Strength, Mindshatter
DK: **Ironskin
L&L2: **Kami Absorption, **Berserk
DM: **Limited Wish, *Cure Deadly Wounds
PRIEST LEVEL 6
PH2: Animate Object, *Blade Barrier, Conjure Fire Elemental, *Fire Seeds, *Forbiddance, **Heal, Transmute Water to Dust, Transport via Plants, Wall of Thorns, *Word of Recall
PH1: Feeblemind (Druid)
TM: **Disbelief, *Physical Mirror
 
PRIEST LEVEL 7
PH2: Animate Rock, Conjure Earth Elemental, *Creeping Doom, Earthquake, Exaction, Fire Storm, *Gate, *Holy Word, *Regenerate, Restoration, *Resurrection, *Symbol, Transmute Metal to Wood, *Wind Walk
PH1: Finger of Death (Druid), **Resurrection
OA: Compel (Shu), Restore Spirit (Shu)
TM: Divine Inspiration, **Spacewarp, **Spirit of Power, *Timelessness
DK: *Silt Cyclone
L&L2: **Protection from Death
RC: **Raise Dead Fully
DM: **Cureall, **Wish
PRIEST LEVEL 8-10, Quest (all of these are considered 8th except Rift)
TM: *Conformance (Q), Elemental Swarm (Q), *Fear Contagion (Q), *Implosion/Inversion (Q), Mindnet (Q), **Reversion (Q), *Shooting Stars (Q), *Sphere of Security (Q), Spiral of Degeneration (Q), Transformation (Q), **Warband Quest (Q), Ward Matrix (Q)
DK: Disruption (9), Mountainous Barrier (9), Insect Host (10), Planar Vassal (10), **Rift (10)
DM: **Reset